Tile Content
GPU-resident content for a single 3D Tiles tile. Sealed so the dispatcher + traverser can switch on payload type without an open-class hierarchy. Concrete subtypes are filled in by later phases:
Phase 2: MeshContent for b3dm / i3dm / cmpt (glTF wrapped)
Phase 3: PointCloudContent for pnts
Phase 4: GaussianContent skeleton for future Gaussian-splat codecs
Implementations are responsible for tracking their own GPU footprint (so the earth.worldwind.layer.ogc3d.content.TileContentCache LRU can charge them) and for releasing their GPU resources when evicted.