Frame
Properties
Snapshot of earth.worldwind.render.RenderContext.groundCoverageRegions; each entry is a sector copy so the GL thread reads stable values across the render/draw split.
Mesh drawables registered for surface-shape draping; references into drawableQueue, valid until recycle.
Mirrors earth.worldwind.render.RenderContext.hasGroundCoverageMask for the draw phase.
true when earth.worldwind.layer.shadow.ShadowLayer populated shadowState this frame.
World-space (Cartesian) unit vector pointing toward the light source. Captured from earth.worldwind.render.RenderContext.lightDirection at the end of the frame's render phase (after layers, including AtmosphereLayer, have had a chance to override it) and propagated to earth.worldwind.draw.DrawContext.lightDirection for the draw phase.
Per-frame snapshot of the cascaded shadow-map state. Pre-allocated and owned by this Frame: on Android, render runs on the main thread and draw on the GL thread, so we cannot share earth.worldwind.layer.shadow.ShadowLayer's in-place-mutated scratch instance by reference - ShadowState.copyFrom populates this snapshot at the end of render. Valid only when hasShadowState is true.
Draping program, allocated only on frames that have overlay surfaces.