Renderer · interface
GlobalField
The composed world, as nested cascades centred on the camera.
Explained in Hello world.
interface GlobalFieldimport type { GlobalField } from '@driftengine/core';In depth
A clipmap and not a sparse brick tree, which is a smaller claim than the plan made and is
what is here. Fine near the viewer and coarse further out is the requirement, and nesting
grids of equal sample count at doubling extents meets it exactly: cascade 0 resolves a room and
cascade 3 resolves a district, at one allocation each and no indirection to traverse. What a
brick tree buys on top is memory — skipping the volume no surface is near — and nothing yet
measured says this needs it. traceField.ts will say, because it is the thing that pays.
Properties
| Name | Type | Description |
|---|---|---|
cascadesreadonly | readonly GlobalFieldCascade[] | Finest first. Each is twice the reach and twice the step of the one before it. |