Walks the SceneModel and flags resources that exist but nothing
references — wasted memory the SDK's create… methods don't
prevent (you can create a SceneMaterial / SceneTexture /
SceneTransform and never hook it up).
Single pass over meshes / materials / transforms, three "live"
sets, three codes:
MATERIAL_UNUSED — material with no referencing mesh.
TEXTURE_UNUSED — texture not referenced by any material's
colour / normals / metallic-roughness / emissive slot.
TRANSFORM_UNUSED — transform not in any mesh's parent
chain. A transform that only has child transforms but no
descendant mesh-parent is still unused; the walk follows
parentTransform from each mesh up to the root, so any
transform missed by every walk is dead weight.
No highlight payload — the affected resources don't render
anything visible. The matching pruneUnused*Fix strategies
destroy each resource in place.
Walks the SceneModel and flags resources that exist but nothing references — wasted memory the SDK's
create…methods don't prevent (you can create a SceneMaterial / SceneTexture / SceneTransform and never hook it up).Single pass over meshes / materials / transforms, three "live" sets, three codes:
MATERIAL_UNUSED— material with no referencing mesh.TEXTURE_UNUSED— texture not referenced by any material's colour / normals / metallic-roughness / emissive slot.TRANSFORM_UNUSED— transform not in any mesh's parent chain. A transform that only has child transforms but no descendant mesh-parent is still unused; the walk followsparentTransformfrom each mesh up to the root, so any transform missed by every walk is dead weight.No
highlightpayload — the affected resources don't render anything visible. The matchingpruneUnused*Fixstrategies destroy each resource in place.