Taos API Reference
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    Interface TileDrawable

    One drawable primitive of a tile, with its rebased engine transforms.

    Tiles are static, so they're loaded through GltfLoader.loadStatic, which decodes each primitive straight into a plain (non-skinned) Mesh (one vertex pack, one GPU buffer) and renders through the deferred GeometryFeature — NOT the skinned path. This drops the per-tile joint-palette bind group each draw would otherwise carry (which pushed back the deferred 6-MRT per-submit descriptor/texture-fetch limit that turned distant textured tiles black — see the sample's deep-dive doc), and it avoids building then discarding a skinned mesh per tile on the streaming hot path.

    interface TileDrawable {
        mesh: Mesh;
        material: Material;
        modelMatrix: Mat4;
        normalMatrix: Mat4;
        doubleSided?: boolean;
        featureIds?: Uint32Array<ArrayBufferLike>;
        tableIndex?: number;
    }
    Index

    Properties

    mesh: Mesh
    material: Material
    modelMatrix: Mat4
    normalMatrix: Mat4
    doubleSided?: boolean

    Render without back-face culling (e.g. extruded vector buildings, whose footprint winding isn't normalized). Default false.

    featureIds?: Uint32Array<ArrayBufferLike>

    Per-vertex feature id (aligned to the mesh's first featureIds.length vertices), for per-feature STYLING — recompute the mesh's vertex-color buffer from a style applied to featureTables[tableIndex].getAll(id). Present only on pickable tiles. The mesh then carries a (white-initialized) Mesh.colorBuffer the styling overwrites live.

    tableIndex?: number

    Which of the tile's feature tables featureIds index (default 0).