Luxar Viewer API Documentation - v2026.9.22
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    Module data/scene-loader/commit/commit-mesh-geometry

    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.

    MeshCommitCtx
    commitMeshGeometry