Mesh geometry-commit concern — the Mesh sibling of
commit-points-geometry.ts / commit-lines-geometry.ts /
commit-gsplats-geometry.ts.
Much shorter than the other three, and the reasons are structural rather than
"less finished":
No GPU buffer pool. The pool exists to recycle the instanced-quad
attribute buffers whose capacity churns as a slice query returns different
element counts. A mesh's vertex buffers are uploaded once per displayDims
epoch and never resized, so there is nothing to recycle
(gpu-buffer-pool/pool-stats.ts must keep listing exactly the three instanced
types).
No capacity clamp. Mesh's element ordinal is gl_VertexID, not an
element-texture texel, so it is bounded by MAX_MESH_VERTICES at the loader's
Stage-1 preflight instead of by texture dimensions here.
Depth-sort registration IS shared, though both halves of the payload differ from
the instanced types': a triangle's "center" is its vertex centroid, and the
resolved ordering permutes geometry.index rather than an aSortedIndex
indirection (rendering/depth-sort-coordinator/triangle-ordering.ts).
What remains is: find the placeholder by name, update its geometry in place,
apply the epoch's material side, and register the epoch with the depth-sort
coordinator.
Mesh geometry-commit concern — the Mesh sibling of
commit-points-geometry.ts/commit-lines-geometry.ts/commit-gsplats-geometry.ts.Much shorter than the other three, and the reasons are structural rather than "less finished":
displayDimsepoch and never resized, so there is nothing to recycle (gpu-buffer-pool/pool-stats.tsmust keep listing exactly the three instanced types).gl_VertexID, not an element-texture texel, so it is bounded byMAX_MESH_VERTICESat the loader's Stage-1 preflight instead of by texture dimensions here.Depth-sort registration IS shared, though both halves of the payload differ from the instanced types': a triangle's "center" is its vertex centroid, and the resolved ordering permutes
geometry.indexrather than anaSortedIndexindirection (rendering/depth-sort-coordinator/triangle-ordering.ts).What remains is: find the placeholder by name, update its geometry in place, apply the epoch's material
side, and register the epoch with the depth-sort coordinator.