new TerrainMesh
A mesh plus related metadata for a single tile of terrain. Instances of this type are usually created from raw TerrainData.
Parameters:
| Name | Type | Description | 
|---|---|---|
center | 
            
            
            Cartesian3 | The center of the tile. Vertex positions are specified relative to this center. | 
vertices | 
            
            
            Float32Array | The vertex data, including positions, texture coordinates, and heights. The vertex data is in the order [X, Y, Z, H, U, V], where X, Y, and Z represent the Cartesian position of the vertex, H is the height above the ellipsoid, and U and V are the texture coordinates. | 
indices | 
            
            
            Uint16Array | The indices describing how the vertices are connected to form triangles. | 
minimumHeight | 
            
            
            Number | The lowest height in the tile, in meters above the ellipsoid. | 
maximumHeight | 
            
            
            Number | The highest height in the tile, in meters above the ellipsoid. | 
boundingSphere3D | 
            
            
            BoundingSphere | A bounding sphere that completely contains the tile. | 
occludeePointInScaledSpace | 
            
            
            Cartesian3 | The occludee point of the tile, represented in ellipsoid- scaled space, and used for horizon culling. If this point is below the horizon, the tile is considered to be entirely below the horizon. | 
Source:
Members
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boundingSphere3D :BoundingSphere
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    A bounding sphere that completely contains the tile.
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center :Cartesian3
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    The center of the tile. Vertex positions are specified relative to this center.
 - 
    
indices :Uint16Array
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    The indices describing how the vertices are connected to form triangles.
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maximumHeight :Number
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    The highest height in the tile, in meters above the ellipsoid.
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minimumHeight :Number
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    The lowest height in the tile, in meters above the ellipsoid.
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occludeePointInScaledSpace :Cartesian3
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    The occludee point of the tile, represented in ellipsoid- scaled space, and used for horizon culling. If this point is below the horizon, the tile is considered to be entirely below the horizon.
 - 
    
vertices :Float32Array
 - 
    
    The vertex data, including positions, texture coordinates, and heights. The vertex data is in the order [X, Y, Z, H, U, V], where X, Y, and Z represent the Cartesian position of the vertex, H is the height above the ellipsoid, and U and V are the texture coordinates.
 
