Maximum number of section (clipping) planes that can be
active in a single View. Baked into the fragment shader as
a compile-time MAX_SECTION_PLANES constant so the program
never recompiles when planes are created or destroyed at
runtime; the renderer just updates uSectionPlaneCount +
the uSectionPlanes[] array contents per frame.
Pick a number that covers worst-case engineering review —
one cut-away plus two cross sections plus a few clipping
volumes ≈ 8 is generous. Bumping it later is a one-line
change here plus the GLSL constant.
Maximum number of section (clipping) planes that can be active in a single View. Baked into the fragment shader as a compile-time
MAX_SECTION_PLANESconstant so the program never recompiles when planes are created or destroyed at runtime; the renderer just updatesuSectionPlaneCount+ theuSectionPlanes[]array contents per frame.Pick a number that covers worst-case engineering review — one cut-away plus two cross sections plus a few clipping volumes ≈ 8 is generous. Bumping it later is a one-line change here plus the GLSL constant.