Luxar Viewer API Documentation - v2026.9.22
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    Module rendering/render-layers

    The viewer's Object3D.layers bits.

    Luxar draws everything on three's default layer 0: the main camera, the pick pass, the environment CubeCamera and the blend warm-up's compile objects all assume it, and nothing persistent lives anywhere else. The two other bits are used TRANSIENTLY — set and restored inside a single render call, so no other camera can ever observe them — by the refraction split (post-processing/post-processing-manager/ refraction-split.ts), which needs to draw refract_data glass in its own pass and to keep the meshes three's own materials draw out of the data-in-front pass. Keep it that way: a mesh parked on a non-default layer between frames would vanish from every other pass at once.

    RENDER_LAYER_DEFAULT
    RENDER_LAYER_REFRACTING_GLASS
    RENDER_LAYER_UNPARTITIONED