OptionalcommittedOptionalcommittedOptionalloadedOptionaltotalOptionallastTriangles in the current draw range — what is on screen, not what was loaded.
Vertices committed to the node. Invariant across slices; the pick-id domain.
Read from userData.committedVertexCount when stamped, NOT from
position.count — that attribute is capacity-sized for a reveal ladder
(#1521), so it reports the ladder's LIFETIME total from level 0 on rather
than what has actually committed.
true when shading from screen-space derivatives instead of stored normals.
true in opaque mode: the fragment stage applies a hard alpha cutout.
Per-node mesh (triangle-surface) info reported by getState().
triangleCountcounts the triangles ACTUALLY DRAWN this epoch, which for a mesh isdrawRange.count / 3rather than an instance count: the nD slice compaction rewrites the index buffer and narrowsdrawRange(spec §5.4), leaving the vertex arrays untouched. Readingindex.countinstead would report the whole surface no matter where the slice sits — the one number a debug driver most needs to be honest about.flatNormalandalphaCutoutare the two shader VARIANTS a mesh can be built in, surfaced because neither is visible from the geometry or the node attrs alone: the flat/smooth choice folds in the livedisplayDims(§3.4) and the cutout follows the composed blending mode. They are what an E2E test asserting "this mesh is shading from stored normals right now" has to read.