Whether the scene has any terrain. When true, a tile defers its build until terrain is loaded under it (so it bakes at the real ground height, not floating/sinking); when false there's no terrain to wait for, so it builds immediately at the ellipsoid.
Which source-layers become fill / line / extrusion geometry, and their colors / widths / heights — from a MapLibre style (parseMapLibreStyle) or the built-in default.
Debug isolation (off in normal use) — see VectorDebugOptions.
Metric footprint inset that de-fights shared party walls; 0 = off. See
DEFAULT_WALL_INSET_METERS.
Target screen-space error in pixels (lower = buildings appear from further out).
Max tile GPU uploads applied per frame (default BUILDS_PER_FRAME). Raise for
faster fill-in at the cost of bigger frame hitches; lower for smoother movement.
Terrain ground-height lookup so buildings/roads/landuse sit on the ground. Default: ellipsoid (0).