Ground-hugging geometry for a farm's fields and yard apron, relative to origin: each (convex) outline is cut by a
world-aligned grid of step metres, so the mesh follows the terrain (ground, in frame-local metres) and cells
of one field share their edges exactly. Rows, tramlines and colours go into vertex attributes for the field shader.
Ground-hugging geometry for a farm's fields and yard apron, relative to
origin: each (convex) outline is cut by a world-aligned grid ofstepmetres, so the mesh follows the terrain (ground, in frame-local metres) and cells of one field share their edges exactly. Rows, tramlines and colours go into vertex attributes for the field shader.