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
opacityargument tosetBackgroundColorshould be considered.