Fits WebGPU packed triangle pages when a streaming model has become sealed.
Streaming models keep append-friendly page headroom while they are still loading. Once sealed, the renderer can rebuild their packed pages without that headroom to reduce static GPU memory use. Disable this when an application deliberately keeps appending meshes to sealed stream models.
Fits WebGPU packed triangle pages for live streaming models without reserving append headroom for additional compatible segments.
This lowers peak GPU memory for very large streams at the cost of more packed pages and draw calls.
Enables CPU-side frustum culling while building per-view draw batches.
This does not change packed WebGPU geometry ownership. It only suppresses draw batches for packed segments whose bounds are outside the active View frustum, so geometry remains resident and can be drawn again when the camera changes.
Maximum number of pending packed triangle segments built in one WebGPU render-cache rebuild.
The builder always creates at least one segment when work exists. Use this with maxBatchBuildTimeMs to keep streaming work bounded even when timer granularity or one expensive segment makes the time budget imprecise. Use a negative value to build all pending WebGPU segments synchronously during render-cache preparation instead of using the pending-segment pump.
Maximum CPU time spent creating new packed triangle segments in one render cache rebuild.
The WebGPU packed-page builder always creates at least one pending segment when work exists, so very small values reduce hitches without starving the stream.
Maximum number of render batches.
This is retained for parity with WebGLRenderer memory configuration. The current WebGPU renderer does not use it as the primary packing limit; packed WebGPU pages are bounded by maxBatchVertices, maxBatchIndices, maxBatchGeometries, maxBatchMeshes, and maxBatchPrims.
Maximum number of geometries per packed triangle segment.
WebGPU starts a new packed segment when adding another geometry would exceed this value.
Maximum number of indices per packed triangle segment.
This bounds triangle indices and is also used as the edge-index limit for edge rendering. Smaller values create more WebGPU draw batches; larger values reduce draw calls but make individual packing/upload jobs larger.
Maximum number of meshes per packed triangle segment.
WebGPU starts a new packed segment when adding another mesh would exceed this value.
Maximum number of triangle primitives per packed triangle segment.
WebGPU derives this from the packed index count for triangle-family draws. It gives callers a primitive-count cap independent of raw index count.
Maximum number of vertices per packed triangle segment.
This bounds each WebGPU buffer-page segment for triangles, points, and thick lines after WebGPU-specific expansion. Points and thick line segments expand to quad geometry before this limit is applied.
Maximum number of RTC tiles tracked by the WebGPU renderer.
WebGPU allocates one storage buffer sized from this value. When tile capacity is exhausted, additional meshes fall back to the origin tile, which preserves rendering but loses the precision benefit for those meshes.
Maximum number of Views with active WebGPU instance storage.
WebGPU stores per-view instance records in frame-local buffers. Increase
this when one WebGPURenderer drives multiple Views concurrently; keep it
at 1 for single-view applications to avoid reserving unused per-view
instance capacity.
Minimum projected packed-segment size, in canvas pixels, required to keep the segment in the per-view WebGPU draw batches.
Use 0 to disable projected-size culling. This affects draw submission
only; it does not remove packed geometry from WebGPU buffers.
Size of each RTC (Relative To Center) tile in world units.
Mesh model matrices uploaded to WebGPU are made relative to the tile that currently contains the mesh. Moving a mesh across a tile boundary only rewrites that mesh's instance record with a new tile index and local matrix; packed geometry storage is unchanged.
Configuration options for GPU memory allocation in core!WebGPURenderer.
These values are used by the WebGPU backend when it allocates RTC tile storage, packs renderable geometry into WebGPU buffer pages, creates per-view instance buffers, and decides whether camera-dependent culling can suppress draw batches. Larger packed segments usually reduce WebGPU draw calls, while smaller segments reduce the amount of CPU packing and GPU upload work done in one rebuild.