InternalCPU-side backing buffer used to populate this texture.
The concrete type depends on the implementation (e.g., Uint32Array,
Float32Array, or a view over an ArrayBuffer). This buffer is
uploaded to the GPU when updated.
The ArrayBufferView class used for the CPU-side buffer.
Size in bytes of a single texel in the data texture.
Enables internal event emission for this data texture.
Human-readable description of the data stored in this texture.
Intended for debugging UIs and diagnostics (e.g., displayed above inspectors). Subclasses or owners should populate this with a concise explanation of the layout and semantic meaning (e.g., “mesh matrices (Mat4, row-major), indexed by meshId”).
Number of individual elements (e.g., floats, uint32s) stored per logical item in this data texture.
Number of individual elements (e.g., floats, uint32s) stored per texel in the data texture.
Texture format (e.g., gl.RGBA, gl.RGBA_INTEGER).
The WebGL2 rendering context.
Texture height in texels.
Texture internal format (e.g., gl.RGBA8, gl.RGBA32UI, gl.RGBA32F).
Size in bytes of a single logical item stored in the data texture.
Duration (in milliseconds) of the last upload to GPU.
This value is 0 until the first upload occurs.
Maximum number of logical items that can be stored in this texture.
The value of numItems never exceeds this limit.
Emitted when the CPU-side buffer for this texture has changed and been uploaded to the GPU.
This event is intended for debugging tools and monitoring UIs; it is only emitted when debugging is enabled.
Number of texels occupied by a single logical item in the data texture.
InternaltextureThe underlying WebGL texture object.
This is the GPU resource that is bound and sampled/loaded by shaders.
Texture data type (e.g., gl.UNSIGNED_BYTE, gl.UNSIGNED_INT, gl.FLOAT).
Whether to use a CPU-side buffer for staging data before uploading to the GPU.
Texture width in texels.
Static ReadonlyitemStatic InternaluseConstruction-time switch between the deferred-upload path
(default, true) and the legacy immediate-texSubImage2D path.
Read once per instance in the constructor — changing it later
has no effect on already-constructed textures.
Also honours the global XEOKIT_MATRIX_DEFER_UPLOAD (boolean) on
globalThis/window when present, so benchmark harnesses can
flip the mode before importing the SDK without taking a static
reference to this internal class.
Gets the number of logical items currently stored in this texture.
Cancels all pending uploads by clearing the dirty set.
InternalFrees GPU resources associated with this data texture.
Gets the total capacity in bytes of the data texture.
Gets the item at the given index within its portion.
Retrieves all logical items currently stored in this texture.
An array of decoded items.
Gets the used capacity in bytes of the data texture.
ProtectednotifyInternalNotifies listeners that the data texture has been updated.
ProtectedsetMarks an item as dirty, so it will be uploaded on the next update.
Index of the item to mark as dirty.
Uploads all dirty items to the GPU as efficiently as possible.
Internal algorithm:
texSubImage2D calls by uploading as large a block as possible per call.True if any uploads occurred, false otherwise.
Stores per-item 4x4 matrices.
Writes are staged into the inherited CPU-side
bufferand flushed to the GPU as a coalescedtexSubImage2Dvia the parent's ItemDataTexture.uploadChanges. A bulk SceneModel load that touches every mesh's matrix once therefore costs one GL upload per render cycle, not one per mesh.The legacy immediate-write path can be re-enabled at runtime by setting MatrixTexture.useDeferredUpload
= falsebefore anyMatrixTextureis constructed. The toggle exists so the load- pipeline benchmark can A/B the deferred path against the legacy one in a single browser session, without rebuilding. Production code should leave it on.