Luxar Viewer API Documentation - v2026.9.22
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    • The visible meshes drawn by three's OWN materials that do not refract the data — physical glass without refract_data, physical opaque surfaces. They carry none of Luxar's shader code, so they cannot classify their fragments against the refracting glass's depth (glass-partition.ts); the refraction split draws them whole in pass A and keeps them out of pass C, where a second draw would repaint the data composited over them. Same registry, same visibility walk, same reusable array as collectRefractingGlass.

      Parameters

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

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