Walk the scene and report the effective cross-node draw order of every
VISIBLE data mesh: opaque meshes first — THREE renders its whole opaque
list before the transparent list, so the bucket outranks renderOrder,
which only orders meshes WITHIN a list — then renderOrder ascending.
Residual ties keep traversal (scene-graph) order as a deterministic report
order (THREE itself then compares material id / view-z, which this snapshot
doesn't reproduce). Powers window.__luxarDebug.getDrawOrder().
Reads live THREE state: the blending bucket + depthWrite from the mesh's
material and the resolved renderOrder the depth-sort coordinator assigned.
Hidden subtrees are pruned (like data/scene-loader/monitor/visible-counts.ts):
renderOrder is only assigned to visible sorted meshes and never reset, so a
toggled-off layer or inactive LOD level would otherwise report a stale order.
Element counts reuse the same instanceCount / visible*Count source of
truth as computeDebugState.
Walk the scene and report the effective cross-node draw order of every VISIBLE data mesh: opaque meshes first — THREE renders its whole opaque list before the transparent list, so the bucket outranks
renderOrder, which only orders meshes WITHIN a list — thenrenderOrderascending. Residual ties keep traversal (scene-graph) order as a deterministic report order (THREE itself then compares material id / view-z, which this snapshot doesn't reproduce). Powerswindow.__luxarDebug.getDrawOrder().Reads live THREE state: the blending bucket +
depthWritefrom the mesh's material and the resolvedrenderOrderthe depth-sort coordinator assigned. Hidden subtrees are pruned (likedata/scene-loader/monitor/visible-counts.ts):renderOrderis only assigned to visible sorted meshes and never reset, so a toggled-off layer or inactive LOD level would otherwise report a stale order. Element counts reuse the sameinstanceCount/visible*Countsource of truth as computeDebugState.