PolylineGeometry IDL split

For #1197.

`PolylinePipeline.wrapLongitude` and `GeometryPipeline.wrapLongitude` were both being called when creating and batching `PolylineGeometry`. So in 2D, the line would be split by the IDL and then the triangles would be tested for intersection. In 3D, the line would still be split by the IDL in the first function and the second function would not be called.

This removes the `PolylinePipeline.wrapLongitude` call and adds a special case to `GeometryPipeline.wrapLongitude` for `PolylineGeometry`s. A special case is needed because the polyline triangles are degenerate (to lines) that are expanded in the vertex shader.
We check the bounding sphere in `wrapLongitude` before the code for splitting triangles, lines or polylines.