This is intentionally separate from ordinary application visibility. LOD
suppression is an additional per-view mask used by the viewing pipeline when
deciding which representation of an object group should be visible.
Runtime cost model:
setSuppressed mutates a per-view Set for explicit object IDs
and increments one per-view version only when the set actually changes.
setSelectedRep stores a per-view representation-set selection.
It builds object membership once for each supplied representation list;
later switches only update the selected representation ID and bump the
view version. Representation switches intentionally do not emit
object-level deltas, allowing renderers to consume selection state at
batch or draw-list granularity.
Consumers can use getViewVersion to skip work while a view's
suppression set is unchanged.
A suppression change is a visibility-state change, not a scene-model
mutation. It does not recreate source geometry or overwrite application
visibility.
Steady-state work is therefore a stable per-view version check plus normal
visibility evaluation. Representation transitions avoid whole-scene scans;
renderers can consume representation membership directly and reserve object
deltas for explicit suppression changes.
Use representation selection when an interaction needs to switch visibility
for large numbers of objects at once. It is the renderer-facing fast path for
that case because selection state changes once per representation set instead
of rewriting ordinary visibility on every member object.
Per-view LOD visibility suppression.
This is intentionally separate from ordinary application visibility. LOD suppression is an additional per-view mask used by the viewing pipeline when deciding which representation of an object group should be visible.
Runtime cost model:
Setfor explicit object IDs and increments one per-view version only when the set actually changes.Steady-state work is therefore a stable per-view version check plus normal visibility evaluation. Representation transitions avoid whole-scene scans; renderers can consume representation membership directly and reserve object deltas for explicit suppression changes.
Use representation selection when an interaction needs to switch visibility for large numbers of objects at once. It is the renderer-facing fast path for that case because selection state changes once per representation set instead of rewriting ordinary visibility on every member object.