Local bbox of this chunk's positions (pre-transform)
OptionalclassificationsPer-point u8 classification — undefined when source has none
Optionalcolors[r,g,b, r,g,b, ...] in 0..1 — undefined when source has no color
OptionalintensitiesPer-point u16 intensity — undefined when source has none
OptionalnormalsSource-supplied oriented normals [nx,ny,nz, ...], row-aligned with positions.
Source-wide normal provenance; invalid must never silently become absent after sampling.
Number of points in this chunk (positions.length / 3)
[x,y,z, x,y,z, ...]
A decoded chunk of points ready for upload to a GPU buffer.
Coordinates are in the source's native space. Any z-up→y-up swap and RTC offset is the renderer's responsibility (it already owns those for triangle meshes). Optional 4x4 transform on the asset is applied per-vertex in the vertex shader.
Color channel layout: 0..1 floats per channel. RGB only — alpha is solid. Classification (LAS-style) is a per-point u8.