Optional antialias?: TAntialiasConfiguration["antialias"]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.
'full'
Optional backgroundThe opacity of the initial background color.
Optional backgroundSets the initial background color of the map, including while loading.
Optional firstThe id of the first map to show on map load
Optional labelWhether or not to display default styled Floating Labels initially
Optional loadOptional Beta mapSet the map render strategy in order to optimize FPS
Optional Experimental multiEnable multi-buffer rendering
Multi-buffer rendering should improve performance but may cause issues on older GPUs/browsers
false
Optional Experimental outdoorEnable outdoor view. Requires multi-buffer rendering 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
Controls whether antialiasing is on. Defaults to
true, as long as devicePixelRatio is 1. This is very expensive on high resolution screens.