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).
World-unit height the normalized samples scale to (matches the TerrainSystem's heightScale).
OptionalfloorWorld Y rendered where no region exists (sparse cells / not yet loaded). Default 0.
OptionalresidentStreaming ring radius in regions (window side = 2·radius + 1). Default 2 → a 5×5 window.
OptionalmaxMax concurrent load calls in flight. Default 4.
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.
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.