Taos API Reference
    Preparing search index...

    Interface TerrainRegionSourceOptions

    interface TerrainRegionSourceOptions {
        regionSize: number;
        regionTexels: number;
        heightScale: number;
        floorHeight?: number;
        residentRadius?: number;
        maxConcurrentLoads?: number;
        load: (
            rx: number,
            rz: number,
        ) => Promise<Float32Array<ArrayBufferLike> | null>;
    }
    Index

    Properties

    regionSize: number

    World meters per region side. Keep it a multiple of the system's VT page world size so a page never straddles more regions than it must.

    regionTexels: number

    Interior sample cells per region side; a region tile carries (regionTexels+1)² samples (vertex convention — the +1 edge row is shared with the next region, which is what makes bilinear sampling seamless across the boundary).

    heightScale: number

    World-unit height the normalized samples scale to (matches the TerrainSystem's heightScale).

    floorHeight?: number

    World Y rendered where no region exists (sparse cells / not yet loaded). Default 0.

    residentRadius?: number

    Streaming ring radius in regions (window side = 2·radius + 1). Default 2 → a 5×5 window.

    maxConcurrentLoads?: number

    Max concurrent load calls in flight. Default 4.

    load: (rx: number, rz: number) => Promise<Float32Array<ArrayBufferLike> | null>

    Async region provider: normalized heights ((regionTexels+1)², row-major, x-fastest) for grid cell (rx, rz), or null for an empty region. Rejections are treated as empty (and logged) so one bad tile can't wedge the ring.