Map of Five Oaks in Quantized Mesh format
A map built from OpenStreetMap data, ready to download
Customize the map
Open this place's area in the constructor and adjust everything to your needs
Open in constructor →Map passport
What this map contains by default
This is how the map is built as-is — every setting can be changed in the constructor.
.terrainAbout Quantized Mesh
Map of Five Oaks in Quantized Mesh — an export of real OpenStreetMap data for the selected area.
Quantized Mesh is Cesium's binary terrain format for streaming 3D relief into a browser: a triangle mesh with vertices quantized to 16 bits and edge indices for seamless tile stitching. On osm2cdr the export works like this: we return one valid .terrain tile for the chosen area — a regular 65x65 grid (4225 vertices, 8192 triangles). Elevations are read from the global Copernicus DEM GLO-30 (about 30 m per sample); where there is no coverage (ocean, polar latitudes) the tile honestly becomes flat at sea level. This is a single level of detail tile for a quick prototype, not a multi-level (multi-LoD) pyramid. Opens in CesiumJS, Cesium for Unreal/Unity.
Which layers are in the file
This file for the selected area contains:
- Roads
- Points of interest
Coordinate systems
WGS 84 (EPSG:4326), selectable in the wizard
Units
Meters (projected in the chosen coordinate system)
| Category | GIS |
| File extension | .terrain |
| Tier | Open Beta |
How to use Quantized Mesh for Five Oaks
- CesiumJS — attach the tile as your own terrain provider or load it into Sandcastle: the fastest way to see the result in a browser.
- Cesium for Unreal and Cesium for Unity — here Quantized Mesh is the native terrain source; the tile is placed into the scene as the base under buildings and objects.
- Cesium ion — if you need full multi-level terrain over a large territory: upload your own elevation source and the service will build the tile pyramid itself.
Programs that open Quantized Mesh
FAQ: Quantized Mesh for Five Oaks
Is this a full multi-LoD pyramid of terrain tiles?
No. The exporter returns one .terrain tile for the chosen area — a regular 65x65 grid (4225 vertices, 8192 triangles) of a single level of detail. For a production pyramid with LOD levels use Cesium ion or cesium-terrain-builder with your own DEM.
Where do the elevations come from?
From the global Copernicus DEM terrain model (GLO-30, about 30 meters per sample): a regular grid of elevations is taken over the area. Where there is no coverage (ocean, polar latitudes), the empty cells are filled with sea level and the tile becomes flat.
Can it be used outside Cesium?
Technically yes — the spec is open (Apache 2.0), but in practice almost all deployments use the Cesium ecosystem (CesiumJS, Cesium for Unreal/Unity).
How detailed is the terrain?
The grid is fixed — 65x65 samples for the whole chosen area. For a small site that is detailed terrain, for a whole region it is a generalized shape of the surface: the larger the area, the further apart the elevation samples.
Are buildings and roads in the tile?
No, Quantized Mesh describes the ground surface only. Take the buildings from a separate 3D export (glTF, 3D Tiles or CityJSON, for example) and place them over the terrain in your scene.
