Optionaldrape: { texture: Texture; block: MercTileBlock }Multiplies the computed skirt depth — a live debug knob (TerrainTileset.skirtScale):
1 sinks the curtain deeper to cover stubborn LOD-seam cracks, 0 removes skirts entirely (to see the raw gaps). Defaults to 1 (the tuned depth).
Optionalbaked: BakedTerrainPre-baked interleaved geometry from TerrainBakePool (off-thread). When omitted the bake runs inline on the main thread (the fallback path). It must have been baked with the SAME tile/rect/frame/skirtDepth, since this assembles the GPU mesh from it and still reads the tile's surface arrays for the height sampler.
Builds a world-space Mesh + terrain material from a decoded quantized-mesh tile and its rectangle. When a
drapeis supplied the mesh gets Web Mercator UVs into the imagery tile and the imagery as an albedo map (vertex colors go white so it shows pure); otherwise vertices carry an elevation-ramp color and the surface renders as flat shaded terrain.