InternalThe index of this batch's memory in the GPUMemoryManager system.
This indexes the GPUMemoryEditor.dataTextures.batches array. Before drawing this batch,
the renderer will bind the corresponding data textures from that array, which contain the
mesh data needed for rendering.
The total number of indices in all meshes of this batch. This is used with WebGL draw calls to determine how many indices to draw when drawing this batch.
The total number of vertices in all meshes of this batch. This is used for various calculations and optimizations related to rendering.
Base primitive base index for this batch.
Primitive type of the meshes in this batch.
Whether this batch supports Screen Space Ambient Occlusion (SSAO) rendering.
Gets the parameters needed for a drawArrays call for a specific mesh in this batch.
Gets the SceneMesh at the specified index in this batch, if it exists.
Determines if there are any meshes in this batch that should be rendered in the specified render pass for the given view.
A MeshBatch represents a collection of meshes that share the same rendering properties and can be rendered together in a single draw call using a
DrawTechnique.