Ogc3d Tiles Layer
OGC / Cesium 3D Tiles layer. Streams b3dm / i3dm / cmpt / pnts / glTF / Gaussian-splat payloads from a self-hosted endpoint, Cesium Ion, Google Photorealistic, or any custom-headers / Bearer-authenticated endpoint via TilesetSource.authProvider.
Inheritors
Constructors
Properties
Geographic anchor for altitudeMode. null (default) → root tile's bounding-volume centre, resolved on first render after parse. Set explicitly when the root centre isn't representative (e.g. a long-strip drone capture whose centre is over open water; a wide-area tileset where the anchor should be near the camera).
How altitudeOffset is anchored.
Vertical correction in meters, applied along the ellipsoid normal at altitudeAnchor (or the root tile's bounding-volume centre by default). Interpretation depends on altitudeMode. Common case: the tileset's vertical datum doesn't match WGS84 ellipsoid (geoid offset, local survey datum) — a constant offset realigns it.
Gaussian-splat decoder. Defaults to GltfGaussianLoader (glb-wrapped SPZ via KHR_gaussian_splatting, plus raw .spz). Set to null to disable splat decoding or swap for a different GaussianLoader. Payloads not matching b3dm/i3dm/cmpt/pnts/glTF/tileset.json are offered to GaussianLoader.supports.
Per-fragment Gaussian-alpha discard threshold; raise to trim the soft splat fringe and cut blend-ROP fillrate.
Concurrent splat-parse cap. Each in-flight SPZ parse holds tens of MB transient (compressed buffer + decoded position/scale/rot/SH FloatArrays before GPU upload), so the general fetchConcurrency would peak at ~2 GB on a splat tileset. Mesh fetches on the same layer keep fetchConcurrency's budget — only the Gaussian branch gates here. Setter rebinds the semaphore.
Gaussian-splat offscreen render scale in (0, 1]. Values < 1 draw all splat tiles into a reduced-resolution target and composite-upsample — splat rendering is blended-fill bound, so 0.5 costs ~1/4 the GPU fragment work at slightly softer splat edges. 1.0 restores direct full-resolution drawing. See DrawableGaussianPass.
Whether surface shapes drape onto this layer's mesh tiles the way they drape onto terrain. Mesh content only — point clouds and Gaussian splats never receive shapes.
Hard cap on draw distance in meters. 0 disables.
Soft GPU-byte budget for the working set. Effective SSE drifts up past this and back down under 70 %.
Pixel error floor for tile refinement. Setter also resets the effective SSE so changes take effect immediately.
Cast + receive shadows by default. ShadowMode.RECEIVE_ONLY for unlit-from-above datasets; ShadowMode.DISABLED to skip the integration.
When true, REPLACE parents un-render as soon as ANY child loads (transient gaps); when false (default), parent waits for every visible sibling.
Global multiplier on Gaussian-splat projected size.
3D Tiles 1.0 declarative style; needs an Ogc3dDecoderRegistry.tilesetStyleEvaluator registered to do anything. Setter rebinds eagerly.
Functions
Reset the permanent-failure latch so the next render retries the root fetch.
Reset a single tile's FAILED state so the next traversal re-fetches it.