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Overview
This example demonstrates the createCubeSphereTopology API, which wraps six quadtree faces around a sphere to produce a full planet. Each face refines independently with the same LOD machinery used by the flat topologies, and the topology stitches faces together so the planet behaves as one continuous surface.
Unlike the flat topologies, the GPU position pipeline runs in cubeSphere projection mode: each tile vertex is mapped from its face-local (u, v) coordinate onto the cube, normalized onto the unit sphere, scaled by the planet radius, and then displaced radially by the elevation function. Surface normals are reconstructed in the per-vertex sphere tangent frame so lighting follows the curvature of the planet.