Node type identifier for runtime type checking
Data loader instance
Zarr group attributes
OptionalvisibleCurrently visible splat count after nD slicing (updated on view change)
OptionalrequestedElements requested by the latest successful commit, before the GPU capacity clamp.
OptionaldroppedElements omitted by the latest successful commit's GPU capacity clamp.
OptionalloadedThe SceneLoader._updateVersion this mesh's committed geometry was
loaded for. Written by commitGSplatsGeometry on every commit and read
by the LOD registry (lod-group-registry.ts) to decide whether a level
is fresh for the current view (slice/displayDims) version — distinct from
ready (geometry committed), since a re-slice overwrites geometry in
place without changing readiness. undefined ⇒ never committed ⇒ treated
as stale (the registry falls back to a coarser fresh level, never blank).
OptionalcommittedThe uTruncate value baked into the splat texels currently on the GPU
(depth-sorting Phase 4 Stage 2, the append fast path). truncate is a
material uniform, NOT part of the loader's view state, so a change to it is
invisible to the prefix-lineage / view-equality checks. The append gate
requires committedTruncate === readTruncate(mesh) so an append never
leaves a prefix rendered under the old truncate while the suffix uses the
new one. undefined ⇒ never committed ⇒ append rejected.
OptionalgpuTrue when the GPU splat buffers hold the exact texels of the last commit
— i.e. the append fast path may skip re-uploading the prefix. Cleared to
false by NodeFactory.rebuildAfterContextRestore after a WebGL
context loss (the CPU mirror survives but the GPU buffers are gone), which
forces the next commit to a full rewrite. Re-enabled by every full commit.
OptionalpickPick ID assigned by PickingSystem for GPU picking (undefined if picking disabled)
OptionallabelVisible storage-slot categorical channel used by shader controls and picking.
OptionallabelCompact categorical vocabulary paired with labelIndices.
User data attached to THREE.Mesh for GSplats in scene.
GSplats use THREE.Mesh with InstancedBufferGeometry for rendering oriented quads that are ray-integrated in the fragment shader.
Enables runtime type checking and provides access to loader/metadata. Note: Dimension info is NOT stored here - it's only at the Scene level.