The algorithm used to build a mesh around the volume only considered leaf nodes.
However, an openvdb can also contain tiles to reduce memory consumption.
This case is rare when dealing with simulated volumes though, because usually
neighboring voxels don't have exactly the same values.
The fix is to bail out of this optimization when the tree has any tiles.
A more complicated algorithm could build a more tight mesh when there are
any tiles, but implementing this does not seem worth the complexity (yet).