loadPositionDequant

fun loadPositionDequant(centerX: Float, centerY: Float, centerZ: Float, halfRangeX: Float, halfRangeY: Float, halfRangeZ: Float)

Per-tile position dequant. Vertex shader computes modelPos = vertexPosition * halfRange + center, where vertexPosition is the GPU- normalized signed int16 in -1, +1. center = (min+max)/2, halfRange = (max-min)/2 along each axis of the tile's bounding box.