Read-only access to GPU memory.
Provides sorted mesh batches and render-pass queries.
Shared render context (WebGL state, flags, configs).
Active drawing operations (shader programs + draw routines).
Populated during init and returned to the pool during destroy.
Used internally, but made public to support diagnostics and testing.
3D Gaussian Splatting draw pass. Renders the MeshManager's splat batch after opaque geometry, depth-sorted + alpha-blended. Null until init.
Infinite ground grid renderer. Set InfiniteGridRenderer.enabled to true to activate.
Sky/environment renderer.
Renders a single ViewRenderState.
This method:
Renderer-side state for the target view.
Whether to clear color/depth buffers before rendering.
SDKInternalException If called before init.
Releases GL-backed resources when the WebGL context is lost.
Runs while the context is still flagged lost, so the destroy() calls'
gl.delete* operations are no-ops rather than errors issued against the
later-restored context. The lazily-constructed subsystems (sky, grid,
SAO/shadow pipelines, post-process chain) are nulled so init
recreates them on restore; drawOps keeps its shared program pool and
recompiles in webglContextRestored.
Reinitializes everything that holds GL state after a context restore.
The subsystems invalidated by the loss were nulled in
webglContextLost; here drawOps recompiles its shared program
pool in place and init walks each nulled subsystem back through
its lazy-construction path against the restored context.
Creates a RenderManager.