InternalCreates a new MeshBatchImpl instance.
ReadonlygpuThe index of this batch in the GPUMemoryManager system.
The total number of indices in all meshes of this batch. This is used with WebGL render calls to determine how many indices to render when drawing this batch.
The total number of vertices in all meshes of this batch. This is used for various calculations and optimizations related to rendering.
Base primitive tileIndex for this batch.
Primitive type of the meshes in this batch.
Whether this batch supports Screen Space Ambient Occlusion (SSAO) rendering.
A unique identifier for sorting this batch in the renderer.
A hash string representing this batch, used for quick comparisons.
Adds a mesh to the batch, updates the mesh counts, and allocates GPU memory for it.
The SceneMesh to add.
A handle to the added mesh in the batch's GPU memory.
Determines if a mesh can be added to this batch based on available GPU memory.
The SceneMesh to check.
True if the mesh can be added, false otherwise.
Destroys this MeshBatchImpl instance.
Retrieves the parameters needed for a WebGL drawArrays call for a specific mesh in this batch.
The index of the mesh to retrieve parameters for.
An object containing the first and count parameters, or null if not found.
Retrieves the SceneMesh at the specified index in this batch, if it exists.
The index of the mesh to retrieve.
The SceneMesh at the specified index, or null if not found.
Checks if there are any meshes in this batch that should be rendered in the specified render pass for the given view.
The index of the view to check.
The render pass to check for (e.g., opaque, transparent).
True if there are meshes to render in the specified pass, false otherwise.
Removes a mesh from the batch, updates the mesh counts, and deallocates its GPU memory.
The handle of the mesh to remove.
Sets per-view mesh clippable state.
Sets a custom color per view for a mesh.
Sets per-view mesh culling state.
Sets per-view mesh highlight state.
Sets the transformation matrix for a mesh.
Sets the mesh to be opaque for the specified view.
The index of the view.
The handle of the mesh.
The render flags for the mesh.
Sets per-view mesh pickable state.
Sets per-view mesh selected state.
Sets the tile tileIndex for a mesh.
Sets transparency per-view for the mesh.
Sets the visibility state of a mesh for a specific view.
The index of the view.
The handle of the mesh.
True to make the mesh visible, false to hide it.
Sets per-view mesh x-ray state.
A MeshBatchImpl manages a batch of SceneMeshes that use the same primitive type.