Represents a single mesh within the WebGL renderer, managing its GPU tile assignment, transformation matrix, color, opacity, and various rendering states across multiple views.

  • RendererMesh is the GPU-side representation of a scene mesh, bridging scene/view state to GPU memory.
  • Each RendererMesh is owned by a RendererObject, which groups all meshes belonging to a single logical scene object.
  • RendererMesh instances are managed and batched by MeshBatchImpl, which organizes compatible meshes for efficient GPU upload and draw calls.
  • The MeshManager (or MeshBatchRegistry) coordinates the creation, update, and removal of RendererMesh instances, responding to scene/view changes and synchronizing with the GPU memory manager.
  • Maintains a reference to its assigned GPUTile, which defines the mesh's RTC (Relative To Center) coordinate system for high-precision rendering.
  • Tracks per-view state such as color, opacity, visibility, highlighting, selection, and x-ray status.
  • Handles updates to transformation matrices and notifies the GPU memory manager when changes require re-upload.
  • All tiling, RTC, and GPU memory logic is encapsulated by the memory management layer.

Constructors

Properties

gpuTile: GPUTile

The GPU tile currently assigned to this mesh.

  • This tile defines the mesh's local RTC (Relative To Center) coordinate system for high-precision rendering.
  • The tile is managed and updated automatically by the GPU memory management layer; it may change if the mesh moves in world space.
  • RendererMesh does not manage tiling logic directly—tile assignment and RTC matrix updates are fully encapsulated by GPUMemoryManager and GPUTileManager.
  • This reference is used for efficient mesh picking and RTC-space transformations.

Methods