Collection of GPU data textures used by a WebGLRenderer.

DataTextures centralizes all GPU-resident data required for rendering, including:

  • Global, view-dependent textures shared across all render batches
  • Per-batch textures used for sorted, efficient draw submission

This object represents the renderer’s authoritative view of GPU-side data.

Properties

Render batches for sorted rendering.

The renderer groups renderable meshes into batches that share compatible rendering state in order to minimize draw calls. Each batch owns a set of DataTextures containing all GPU-resident data needed to draw the meshes in that batch.

Each batch is drawn independently, with one draw call per render pass.

onBatchCreated: EventEmitter<DataTextures, undefined>

Event emitted when a new render batch is created.

This event is fired after the batch has been initialized and added to batches. Listeners may use it to attach debugging tools, statistics collectors, or other batch-level observers.

viewTileCameraMatrixTexture: MatrixTexture[]

Per-view tile camera matrix tables.

For each View, this array contains a DataTexture holding the RTC camera view matrices for all tiles in that View.

These textures are global and shared across all render batches.

viewTilePickMatrixTexture: MatrixTexture[]

Per-view tile ray-picking matrix tables.

For each View, this array contains a DataTexture holding the RTC matrices used for ray picking against tiles in that View.

These textures are global and shared across all render batches.