NKN Tritree Globe
Orbit · Elevation via NKN · Esri Wayback imagery mapped to spherical tritree tiles
Drag
orbit
Wheel
zoom
Shift + Click
focus hex patch
Overlays
ALT AGL
--
MSL --
PITCH
--
HORIZON
CAMERA FOV
FOV
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COMPASS
HEADING
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Time
Mode
Orbit
UTC
00:00:00 UTC
Local
--:--:-- local
Nav
Lat
--
Lon
--
Hdg
--
Pitch
--
Spd
--
Cond
--
Temp
--
Clouds
--
Humidity
--
Wind
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Precip
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Updated
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Terrain
AGL
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MSL
--
Gnd
--
Vspd
--
LOD
--
Tiles
--
Elev
--
Link
Req
0
Resp
0
KB In
0
KB Out
0
Ratio
--
Target
Lat
--
Lon
--
Elev
--
AGL
--
Radius
--
Country
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Admin
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Sun El
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Sun Az
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Sun Inc
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Solar
--
Moon El
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Moon Az
--
Cond
--
Temp
--
Clouds
--
Humidity
--
Wind
--
Precip
--
Updated
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Tile Info
Highlight
Tile ID
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LOD
--
Path
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Img Zoom
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Img Tiles
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Img Bytes
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Elev Ready
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Elev Fetch
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System
FPS
--
Tiles
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Stage
Elev LOD: --
Visible
--
Max LOD
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Elev Active
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Elev Forced
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Surface LOD
Rings
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LOD Caps
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Img Caps
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Stage
--
Underfoot Img
--
Underfoot Elev
--
Elev Near
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Elev Mid
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Elev Far
--
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Config · Metrics
Overview
Scene settings
Import settings JSON
Download JSON
Reset defaults
Settings loaded from defaults.
Session
nkn-sdk
Loading nkn-sdk…
Connection
Not connected
My NKN address
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Globe
Visible tiles
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Max level
–
Hex selector
none
Lat / Lon (center)
–
Show wireframe tiles
Show country outlines (GeoJSON)
Fetch to max ADM depth (current region)
Max ADM depth
ADM0 only
ADM1
ADM2
ADM3
GeoJSON admin level
ADM0 (Country)
ADM1
ADM2
ADM3
GeoJSON country
Save view state (mode, zoom, position, direction)
When checked, your camera/surface state is restored on reload.
Rendering
Screen-space resolution
Pixel ratio
Higher = sharper, slower. Live updates the renderer output.
Auto-stabilize FPS (target 30)
Adjusts pixel ratio when FPS dips below target for several frames.
Elevation traffic
Active batches
0
Vertices cached
0
Requests
0
Points out
0
KB out
0
Responses
0
Points in
0
KB in
0
In / Out ratio
–
Elevation / NKN
NKN forwarder
Forwarder that proxies elevation queries to your dataset.
Forwarder address
Dataset key
Elevation fetch tuning
Batch size (points)
Vertices / batch
Max concurrent batches
Concurrency
Min interval between batches
Interval (ms)
Max outbound traffic
KB / minute (0 = unlimited)
Max cached vertices
Vertex map cap
Underfoot max LOD
Max LOD
Falloff aggression
Power
Elevation ring radius (near)
Km
Elevation ring radius (mid)
Km
Ring budget split
Near %
Mid %
Far ring uses the remainder.
Elevation queue reset
Distance (km)
Angle (deg)
Batches prioritize vertices inside the camera FOV, then fill nearby off-screen vertices for a quick coarse pass and refinement as you linger or zoom.
Surface LOD staging
Stage LOD range
Min
Max
Surface LOD falloff
Near
Horizon
Caps max LOD from feet to horizon.
Falloff curve
Power
Full-detail radius
Degrees
Keeps a tight high-LOD bubble around you.
Stage advance cooldown
Cooldown (ms)
Surface cull angle
Degrees
Orbit view LOD
View cone margin
Degrees
Expands the view edge beyond FOV before falloff begins.
Falloff end angle
Degrees
Beyond this angle tiles are culled; between edge and end they decay in LOD.
Falloff curve
Power
Elevation targeting
Elevation angle limit
Degrees
Surface min tile level
Min LOD
Pathfinder
Weights
Lateral window (deg)
Higher = wider detours around terrain.
Steps along / across
More steps = smoother path, higher cost.
Uphill / Downhill
Penalize climbs more than descents.
Elevation Δ / Slope²
Higher discourages steep segments and big height changes.
Lateral / Distance
Lateral pulls toward straight; distance penalizes long detours.
High ground / Rough
Bias away from peaks and noisy routes.
Smoothing iterations
Adjust and values persist locally; affects camera→hex path and future uses.
Lighting / Time
Sun Position & Time
Real-time astronomical sun position with Earth's 23.44° axial tilt.
Current Date
Time of Day (UTC)
Time Speed
Paused
Multiplier: 0=paused, 1=real-time, 60=1min/sec, 3600=1hr/sec
Now
Sunrise
Noon
Sunset
Midnight
Simplified mode (faster)
Simplified mode uses time-of-day only. Disable for full astronomical calculation with lat/lng.
Atmosphere
Atmosphere base offset (m)
Offset
Moves atmosphere floor below terrain.
Irradiance scale
Scale
Overall atmosphere brightness multiplier.
Shadow radius
Radius
Softens atmosphere shadow edges.
Sky background tuning
Alpha scale
Alpha clamp
Limb boost
Path short
Limb max
Density scale
Scale height
Vertical fade start
Vertical fade end
Altitude fade start
Altitude fade end
Outside fade start
Outside fade end
Depth threshold
Tweak sky opacity/limb to debug orbit visibility.
Rendering toggles
Photometric lighting
Transmittance
Inscatter
Lighting contribution
Sun irradiance
Sky irradiance
Sky / Sun / Moon
Sky background
Sun disk
Moon disk
Show atmosphere
Clouds
Enable clouds
Coverage
Amount
Higher = thicker, more cloud mass.
Scattering coefficient
Density
Higher = denser, brighter clouds.
Absorption coefficient
Absorb
Higher = darker, more dramatic shading.
Turbulence displacement (m)
Amount
Higher = more broken, billowy edges.
Cloud toggles
Light shafts
Shape detail
Turbulence
Haze
Cloud Layers
Altitudes are measured above the terrain baseline.
Low layer (m)
Altitude
Height
Mid layer (m)
Altitude
Height
High layer (m)
Altitude
Height
Weather
Enable weather-driven clouds
Auto-target from HUD lat/lon
Region radius (km)
Radius
Sets how wide the localized cloud patch is.
Cloud influence
Scale
Positive = denser clouds, negative = clearer skies.
Update interval (min)
Minutes
Min target move (deg)
Delta
Weather at camera target
Target
—
Condition
—
Temperature
—
Cloud cover
—
Humidity
—
Wind
—
Precip
—
Updated
—
Sun Info
Current time
–
Sun direction
–
Debug: Sign Flip Testing
Test different sign combinations to fix 180° rotation/subdivision bugs
Earth Rotation
Add 180° to rotation.y
Negate sun X in rotation calc
Negate sun Z in rotation calc
Subdivision Focus
Negate entire viewFocusDir
Negate viewFocusDir.x only
Negate viewFocusDir.z only
Camera Direction
Negate camera look direction
Camera Position
Negate entire camera position
Negate camera.position.x
Negate camera.position.z
World Transform
Invert world quaternion
Viewport Culling
Disable viewport culling (test only)
Toggle each option to test sign flips. Watch subdivision and lighting in real-time.
Imagery & LOD
Esri Wayback imagery
Imagery tiles are fetched per tritree tile, using WebMercator z/x/y like in your minimap → WMTS setup.
Enable imagery on globe
Wayback dataset
Wayback version ID
Preview zoom (for preview button only)
z (0–18)
Imagery zoom range
Min z
0
Max z
19
Preview tile under center
Uses center lat/lon + z → x/y
LOD mode
Orbit falloff
Zoom focus
Orbit
falloff from camera-facing point ·
Zoom
FOV-based refinement
Camera mode
Enter Surface Mode
Exit Surface Mode
Return to orbit camera controls
Tile budgets
Tile budget
Max tiles
0
Per-frame split budget
Splits / frame
0
Per-frame merge budget
Merges / frame
0
Higher budgets refine faster but cost more CPU/GPU. Tile budget caps total active spherical triangle patches.
Edge neighbors
Edge Neighbors
Detect
Vtx
v0→v1
ID
--
LOD
--
Δ
--
P→N
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N→P
--
v1→v2
ID
--
LOD
--
Δ
--
P→N
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N→P
--
v2→v0
ID
--
LOD
--
Δ
--
P→N
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N→P
--
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Frame timings
📋 Copy
FPS: —
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