PrivatetslPrivaterebuildRebind the point data texture. Same node-identity lifecycle as
the visual TSL wrapper: fresh texture node + factory re-run on an
identity change, no-op otherwise. Mirrors
GSplatPickingTSLMaterial.updateSplatTexture.
Clone this picking material. Mirrors the GLSL wrapper's explicit
clone (the inherited Material.clone() calls the constructor with
no config and would throw; NodeMaterial.copy would alias the
source's node graph instead of this instance's own uniform nodes).
Select the pick depth convention (SurfacePickAwareMaterial): true
under the depth-ordered surface modes (opaque / normal) writes the
real projected depth so the FRONT-MOST element wins, as the user sees
it; false (default) keeps brightness-as-depth so the BRIGHTEST wins,
right for the commutative modes. Synced per pick render by
PickingSystem.renderPickBuffer().
Update camera-dependent uniforms (viewport, near cull, pixel ratio).
Push again after a resize, a near-cull change or a pixel-ratio change. The
projection itself — FOV, ortho zoom, off-axis frustum AND the
ortho/perspective kind — is read in shader from the projection matrix of
the draw (luxarIsOrthoProjection() / isOrthoProjectionTSL()), so a
camera-kind flip or a draw through another camera needs no push.
Viewport resolution in pixels
OptionalnearCull: number
Near-fade start distance in world units (consumed by all four geometry materials via the shared perspectiveNearFade)
Physical render-target pixels per CSS pixel; screen-space appearance constants scale with it above 1×
Point this material at the SHARED graph of its configuration (
../_shared/shared-pick-graph-tsl.ts): one node build per configuration, keyed on the baked element-texture width, instead of one per material.