Luxar Viewer API Documentation - v2026.9.22
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    • The visible meshes that ask to draw AFTER the emissive data — physical glass authored with refract_data (spec MESH_PHYSICAL_MATERIALS §3.4, Phase 3).

      The post-processing pipeline splits its scene pass around exactly these meshes, so it asks here rather than traversing the scene: every data mesh of every geometry type registers with this coordinator on commit and is released on disposal (releaseDepthSortNode runs from the disposal walk and every LOD demotion path), so nodeStates already IS the registry, with the visibility walk the pick pass uses. A hidden LOD level or a hidden layer is excluded the same way it is excluded from ranking. The caller passes a reusable array so a frame allocates nothing.

      Parameters

      • out: Mesh<
            BufferGeometry<NormalBufferAttributes, BufferGeometryEventMap>,
            Material<MaterialEventMap> | Material<MaterialEventMap>[],
            Object3DEventMap,
        >[] = []

      Returns Mesh<
          BufferGeometry<NormalBufferAttributes, BufferGeometryEventMap>,
          Material<MaterialEventMap> | Material<MaterialEventMap>[],
          Object3DEventMap,
      >[]