Luxar Viewer API Documentation - v2026.9.22
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    Interface MeshPickingMaterialConfig

    interface MeshPickingMaterialConfig {
        nodeId: number;
        opacity?: number;
        alphaCutoff?: number;
        baseColorTexture?: Texture<unknown, TextureEventMap> | null;
    }
    Index
    nodeId: number
    opacity?: number

    Node opacity — the second half of the coverage term. Defaults to 1.

    alphaCutoff?: number

    opaque-mode cutout threshold. Defaults to MESH_DEFAULTS.

    baseColorTexture?: Texture<unknown, TextureEventMap> | null

    The visual material's base-colour texture, when it has one.

    Supplied so the pick pass can multiply the texture's ALPHA into coverage — the visual shader does, so an RGBA basemap's cutout holes exist on screen, and a pick pass that ignored the texture would leave them pickable and depth-occluding. The exact visual/pick divergence syncMeshPickAppearance exists to prevent.

    Build-time, not a runtime setter, because it decides whether the program declares a sampler and reads uv at all — and has_texture is a per-node constant, unlike the blending mode.