Scene-graph path / name of the mesh (node-factory stamps mesh.name = path).
Blending bucket: 'transparent' sorts, 'opaque' is drawn depth-first.
THREE renders the whole opaque list before the transparent list, so the
bucket outranks renderOrder in the effective draw order.
Whether this mesh writes depth (material.depthWrite).
Resolved mesh.renderOrder (ascending within a bucket → lowest drawn first).
Drawn-primitive count for the node: points / segments / splats / TRIANGLES.
Instanced types read instanceCount; mesh, which has no instances, reads the
committed visibleTriangleCount through the shared per-type reader.
One data mesh's cross-node draw-order record, reported by
window.__luxarDebug.getDrawOrder(). Mirrors what the depth-sort coordinator'srenderOrderpass and the material's blending state decide, so a viewer bug (a backdrop drawn after the content in front of it) can be diagnosed from the console without a renderer capture.