Luxar Viewer API Documentation - v2026.9.22
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    Configuration handed in by the orchestrator for resource construction.

    interface BuildResourcesConfig {
        physW: number;
        physH: number;
        msaaSamples: number;
        fxaaEnabled: boolean;
        capabilities: RendererCapabilities;
        bloomLevels: number;
        bloomRadius: number;
        bloomThreshold: number;
        bloomIntensity: number;
        allocateBloomFromDefaults: boolean;
        collectRefractingGlass: (
            out: Mesh<
                BufferGeometry<NormalBufferAttributes, BufferGeometryEventMap>,
                Material<MaterialEventMap> | Material<MaterialEventMap>[],
                Object3DEventMap,
            >[],
        ) => Mesh<
            BufferGeometry<NormalBufferAttributes, BufferGeometryEventMap>,
            Material<MaterialEventMap> | Material<MaterialEventMap>[],
            Object3DEventMap,
        >[];
        collectUnpartitionedMeshes: (
            out: Mesh<
                BufferGeometry<NormalBufferAttributes, BufferGeometryEventMap>,
                Material<MaterialEventMap> | Material<MaterialEventMap>[],
                Object3DEventMap,
            >[],
        ) => Mesh<
            BufferGeometry<NormalBufferAttributes, BufferGeometryEventMap>,
            Material<MaterialEventMap> | Material<MaterialEventMap>[],
            Object3DEventMap,
        >[];
        setGlassPartition: (mode: GlassPartition) => void;
    }
    Index
    physW: number
    physH: number
    msaaSamples: number
    fxaaEnabled: boolean
    capabilities: RendererCapabilities
    bloomLevels: number
    bloomRadius: number
    bloomThreshold: number
    bloomIntensity: number
    allocateBloomFromDefaults: boolean

    When false (context-restore path), the caller will restore user toggle state from a snapshot — skip the config-defaults bloom allocation so we don't override a previously-disabled choice.

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

    Source of the visible refracting glass for the refraction split (the depth-sort coordinator's collectRefractingGlass). Injected so this module owns no scene knowledge.

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

    Source of the visible meshes three's own materials draw (the coordinator's collectUnpartitionedMeshes): drawn in the split's pass A only.

    setGlassPartition: (mode: GlassPartition) => void

    The per-pass partition-mode broadcast (the coordinator's applyGlassPartition).