OptionaldoubleRender without back-face culling (e.g. extruded vector buildings, whose footprint winding isn't normalized). Default false.
OptionalfeaturePer-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.
OptionaltableWhich of the tile's feature tables featureIds index (default 0).
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.