OptionalfovVertical field of view in radians for the screen-space-error LOD metric. Default:
the live camera's fov, read every frame — so changing the camera FOV just works,
and there's no stale value to keep in sync. Pass a number only to override it, e.g.
when you also pass a cullProjection built with a different FOV.
OptionalcullLive frustum-cull toggle. Default true.
OptionaldtLOD cross-fade dt; return 0 to disable the fade. Default frame.dt.
OptionaldrawWhen false this frame, stream but emit nothing. Default true.
OptionalshadowsWhen false, don't append shadow casters. Default true.
OptionalmaterialPer-content material override (LOD-debug).
OptionalcullThe cull projection to extract frustum planes from. Default: the camera's
projection (correct as long as the camera's near/far are set in beforeFrame, since
the engine caches the projection just after). Supply a freshly-built projection only
if you set near/far elsewhere.
OptionalcameraCamera GameObject to auto-reanchor the floating origin under — installs GeoScene.autoOriginShift in the same call. Omit to manage reanchoring yourself (or if this isn't a roaming planet-scale scene).
OptionalreanchorReanchor distance (m) for the auto origin shift; only used with cameraGO.
Default 10 000.
OptionalbeforeRenderFeature name to register the GeoFeature before. Default 'ShadowFeature'
so the appended tile draws are picked up by the stock Shadow + Geometry features
(which read frame.opaque / frame.shadowCasters).
Options for GeoScene.attach: everything GeoFeatureOptions needs minus
scene(it's the sceneattachis called on), plus optional one-call floating-origin wiring.