CPU height lookup over this tile, for clamping buildings to the ground.
Optionalimagery: TextureDraped imagery texture (owned — destroyed on eviction), if any.
Terrain-conformed water surface (tile-local UVs) for this tile's water-masked area (owned — destroyed on eviction), or null when the tile has no water. Drawn by GeoWaterFeature; geometry-only here.
Per-tile land/water lookup from the watermask extension, if present
(CPU-side, for point queries like the anchor pick).
Per-tile watermask as a GPU texture (r8, 1×1 or 256×256), sampled per-fragment by GeoWaterFeature for a texel-sharp coastline. Owned — destroyed on eviction.
Static ReadonlyMODELIdentity — positions are baked into the mesh in world space.
Static ReadonlyNORMALReadonlytrianglesTriangle count, for the triangle budget + stats.
ReadonlybytesApproximate GPU byte cost, for the memory budget + stats.
ReadonlylodTile tree depth, for the tile-LOD debug view (shared with Tileset3D).
ReadonlybakeThe floating-origin ECEF point the world-space vertices were baked against; used to re-shift the mesh after the origin moves (origin shifting).
OptionalbakeSnapshot of the whole floating-origin frame (origin + ENU basis) the vertices
were baked against. When the frame is REORIENTED (RTC), the draw loop places this
mesh with frame.rigidFromSnapshot(bakeFrame) instead of a translation, so the
reorientation needn't re-bake it. Undefined → translation-only origin shifting.
ReadonlymeshReadonlymaterialReadonlysamplerCPU height lookup over this tile, for clamping buildings to the ground.
ReadonlywaterTerrain-conformed water surface (tile-local UVs) for this tile's water-masked area (owned — destroyed on eviction), or null when the tile has no water. Drawn by GeoWaterFeature; geometry-only here.
ReadonlywaterPer-tile land/water lookup from the watermask extension, if present
(CPU-side, for point queries like the anchor pick).
ReadonlywaterPer-tile watermask as a GPU texture (r8, 1×1 or 256×256), sampled per-fragment by GeoWaterFeature for a texel-sharp coastline. Owned — destroyed on eviction.
ReadonlywaterDefault view of waterMaskTexture, for binding into the water pass.
Loaded terrain tile: an engine mesh in world space + its material.