Optional
alpha?: booleantrue
Optional
antialias?: TAntialiasConfiguration["antialias"]Controls whether antialiasing is on. Defaults to true
, as long as devicePixelRatio is 1. This is very expensive on high resolution screens.
true
Optional
Experimental
antialiasControls the antialiasing quality. Greater quality means less artifacts(less aliasing), but worse performance.
'medium'
Optional
Experimental
aoEnable ambient occlusion. Only works in single buffer mode and when device supports WebGL2.
false
Optional
Experimental
aoChange the quality of ambient occlusion in the scene. Greater quality means less noise, but worse performance.
'medium'
Optional
Experimental
aoChange the resolution of ambient occlusion. Lower resolution will see significant performance improvement at the cost of visual artifacting.
'half'
Optional
backgroundThe opacity of the initial background color.
Optional
backgroundBackground color of the map as a string e.g. #2e2e2e
.
Optional
Experimental
debug?: booleanEnable debug mode to check the visual representation of performance stats.
false
Optional
disableOptional
disableOptional
Experimental
dynamicOptional
baseThe Dynamic Focus Map to always be visible.
Optional
buildingMercator Zoom level when the outdoors geometry is fully visible.
Optional
indoorsMercator Zoom level where the indoors are fully visible.
Optional
keepAn array of base map layer names which should remain active when the focus has changed to a building map. This could include outdoor FloatingLabels or Markers that are attached to the base map.
Optional
preloadWhether we should preload the default maps of each building. This will incur a cost up-front, but make transitions smoother.
false
Optional
setLevel at which the map is "set", and colliders become visible.
Optional
Experimental
dynamicAdjust some quality settings automatically based on the current FPS. The algorithm will try to keep the FPS at 25 or higher by following the steps below:
true
Optional
firstFirst map to be rendered.
Optional
Experimental
layerDefines which layers are visible or adds zoom based opacity interpolation
Optional
loadOptional
async?: booleanOptional
mapBy default, the SDK will merge all geometries by material to reduce the number of draw calls to the GPU
To rever back to using a single geometry for every polygon, pass MAP_RENDER_MODE.MULTI_GEOMETRY
Optional
Experimental
outdoorSpecify a list of layers that contain outdoor geometry
Optional
useUse the current polygon objects directly rather than what is stored when rendering the map in CMS.
Important Considerations:
Use this option with caution, understanding the trade-offs between real-time update and visual detail.
Optional
zoomOptional
blueOptional
focusOptional
zoomOptional
Experimental
multiMulti-buffer rendering should improve performance but may cause issues on older GPUs/browsers
false
Optional
onOptional
onOptional
onOptional
onOptional
Experimental
outdoorSettings for experimental vector tile -based outdoor context
Requires multiBufferRendering
to be enabled.
Optional
shadingEnable shading of bottoms of geometry along with outlines to make geometry stand out.
Optional
Experimental
xJourney path will be visible through other objects. Note: this is on by default, but requires the
multiBufferRendering
option (which is off by default) to be turned on.
true
True if the
opacity
argument tosetBackgroundColor
should be considered.