Strata - v1.4.10
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    Interface LODMeshProps

    Props for the LODMesh component.

    interface LODMeshProps {
        baseMaterial?: Material;
        castShadow?: boolean;
        fadeMode?: "instant" | "crossfade" | "dither";
        frustumCulled?: boolean;
        hysteresis?: number;
        levels: { distance: number; geometry: BufferGeometry; material?: Material }[];
        onLevelChange?: (level: number) => void;
        position?: [number, number, number] | Vector3;
        receiveShadow?: boolean;
        rotation?: [number, number, number] | Euler;
        scale?: number | [number, number, number] | Vector3;
        transitionDuration?: number;
    }
    Index

    Properties

    baseMaterial?: Material

    Default material used if a level does not specify one.

    castShadow?: boolean

    Whether the mesh casts shadows. Default: true.

    fadeMode?: "instant" | "crossfade" | "dither"

    Visual transition algorithm. Default: 'instant'.

    frustumCulled?: boolean

    Enable frustum culling. Default: true.

    hysteresis?: number

    Buffer distance to prevent rapid level switching (flicker). Default: 0.1.

    levels: { distance: number; geometry: BufferGeometry; material?: Material }[]

    Array of LOD levels with distance thresholds and corresponding geometry.

    onLevelChange?: (level: number) => void

    Callback fired when the active LOD level changes.

    position?: [number, number, number] | Vector3

    World position [x, y, z]. Default: [0, 0, 0].

    receiveShadow?: boolean

    Whether the mesh receives shadows. Default: true.

    rotation?: [number, number, number] | Euler

    World rotation. Default: [0, 0, 0].

    scale?: number | [number, number, number] | Vector3

    World scale. Default: 1.0.

    transitionDuration?: number

    Time in seconds for crossfade/dither transitions. Default: 0.3.