InternalEdge primitive index buffer.
Similar to indexTexture, but contains indices for edge rendering.
Geometry attribute table.
Contains geometry-level metadata required to interpret vertex data, such as attribute layouts, offsets, strides, or encoding modes.
Indexed by geometry index.
Geometry quantization range table.
Stores per-geometry quantization parameters used to dequantize vertex positions in shaders (e.g. scale and offset).
Indexed by geometry index.
Primitive index buffer for this batch.
Contains the indices of all geometry primitives referenced by the batch.
Mesh attribute table shared across all Views.
Contains mesh properties that are view-invariant, such as material identifiers, static feature flags, or other mesh-level constants.
Indexed by mesh index.
Mesh transform matrix table.
Stores modeling (object-to-world) matrices for meshes in this batch.
Indexed by mesh index.
Vertex color buffer.
Stores per-vertex RGB color data for geometries in this batch.
Vertex position buffer.
Stores packed 3D vertex positions for all geometries in this batch.
Per-view data textures for this batch.
Each entry corresponds to one View and contains textures whose contents depend on view-specific state such as visibility, selection, or pass filtering.
Per-view mesh attribute table.
Contains mesh attributes that may vary by View, such as visibility flags, selection state, per-view overrides, or view-dependent material parameters.
Indexed by mesh index.
Number of primitives that are drawable for this View.
This value defines the valid primitive index range for view-dependent draw lists and is used to bound iteration and validation logic.
Primitive-to-mesh index table for this View.
This texture represents the batch’s draw list: it enumerates all primitives to be drawn for the View and maps each primitive index to the mesh it belongs to.
The primitives are ordered and partitioned by render pass. Changes in view- dependent mesh state (e.g. visibility, transparency, selection) may cause primitives to move between pass partitions or be removed entirely.
The per-pass partitions of this draw list are defined by renderPassPrimitiveRanges.
Primitive ranges to draw for each render pass.
For each render pass ID, this map provides a contiguous range of primitive indices within primitiveMeshIndexTexture that should be drawn for that pass.
These ranges are intended to be used directly with gl.drawArrays
to issue one draw call per pass.
GPU data textures for a single sorted render batch.
A WebGLRenderer groups renderable meshes into batches that share compatible rendering state in order to minimize draw calls. Each batch owns a set of GPU-resident DataTextures containing all data required to render the meshes in that batch.
A batch contains:
Instances are stored in DataTextures.batches.