OptionalstyleOptionalcolorDefault white.
OptionalcellPer-cell color for 'fill' overlays, as a callback over the same cells you
passed in. Returning a color for any cell switches the overlay to vertex
colors, so one draw call can carry many tints — a whole multi-faction
territory map, or a heat map of movement costs. Cells the callback returns
null/undefined for fall back to color.
Ignored for 'outline' and path overlays, which are single-colored.
OptionalopacityDefault 0.4 for fills, 1 for outlines.
OptionallineWorld-unit width for 'outline' overlays. GL lines are stuck at one pixel
on most platforms, so any value > 0 switches the outline from line
segments to flat ribbon quads centered on the boundary edges. Butt-capped:
at a bend the centerline stays covered and the sliver missing from the
outer corner is sub-pixel at sane widths, while capped ends would
double-blend into bright dots on a translucent line. Ignored for fills
and paths.
Optionalwalls'fill' only: also drape vertical faces down each edge where the
neighboring cell's surface sits lower, so the tint covers cliff walls
instead of leaving a bare band between two caps at different heights.
Walls take their cell's cellColor tint. Map-edge cliffs get no wall —
that face belongs to the terrain skirt. Default false.
OptionaldepthDepth-test the overlay against the scene. Default false, and beware turning it on over standard terrain: chunk geometry perturbs its vertices (see CHUNK_GEOMETRY_DEFAULTS — ±0.8 XZ, ±0.2 Y, plus terraced blend bands), so these ideal-hexagon overlays sit inside the drawn surface in places and get clipped to shreds by a depth test. Only useful when the geometry the overlay must respect is unperturbed or the overlay is lifted clear above it.
OptionalyLift above the cell surface. Default 0.02 for fills, 0.03 for outlines.
Optionalrenderthree.js render order. Default 5 for fills, 6 for outlines.
'fill'draws translucent hex fans;'outline'draws line segments along the set's boundary edges. Default'fill'.