InternalDestroys the mesh and releases associated resources.
Sets the clippable state of the mesh for a specific view. Called by RendererObject.setClippable.
Sets the collidable state of the mesh for a specific view. Called by RendererObject.setCollidable.
Sets the color of the mesh, updating the color in all views that are not currently overridden by view-specific colorization. The incoming color is in normalised [0..1] range (the SceneMesh / SceneMaterial convention); the per-view attribute texture stores bytes 0..255, so we quantise here before forwarding.
Sets the colorization for a specific view. Called by RendererObject.setColorize.
The incoming colorize value is already quantised to bytes 0..255
by RendererObject.setColorize (its caller). The restore branch
(colorize === null) uploads sceneMesh.effectiveColor, which is
in normalised [0..1] range and must be quantised here — otherwise
the per-view attribute texture (Uint8 storage) truncates the
fractional values to 0, painting the mesh black the moment the
colorize tint is cleared.
Sets the culled state of the mesh for a specific view. Called by RendererObject.setCulled.
Sets the highlight state of the mesh for a specific view. Called by RendererObject.setHighlighted.
Sets the transformation matrix for the mesh, updating the assigned GPU tile as needed based on the new center position.
Sets the visibility of the mesh for a specific view, taking into account both the mesh's own visibility and the object's visibility in that view.
Sets the opacity of the mesh, updating the transparent state as needed.
Sets the opacity of the mesh for a specific view. Called by RendererObject.setOpacityInView.
Sets the pickable state of the mesh for a specific view. Called by RendererObject.setPickable.
Sets the selection state of the mesh for a specific view. Called by RendererObject.setSelected.
Sets the visibility of the mesh for all views.
Sets the x-ray state of the mesh for a specific view. Called by RendererObject.setXRayed.
Represents a single mesh within the WebGL renderer, managing its GPU tile assignment, transformation matrix, color, opacity, and various rendering states across multiple views.
Remarks
RendererMeshis the GPU-side representation of a scene mesh, bridging scene/view state to GPU memory.RendererMeshis owned by a RendererObject, which groups all meshes belonging to a single logical scene object.RendererMeshinstances are managed and batched by MeshBatchImpl, which organizes compatible meshes for efficient GPU upload and draw calls.RendererMeshinstances, responding to scene/view changes and synchronizing with the GPU memory manager.