True while a trace is in flight or queued (a frame loop can skip its trace then).
The walk's work per ray: the counted walk (counters: true, the same
walk with step counters, so the same hits) over rays, for heat maps
and tools. Its kernel is compiled at the first call; its times mean
little (it writes more per ray), so measure speed with
traceClosest or traceAny.
StaticcreateCompiles the batch kernel for the source's triangle and node formats (read from its buffers).
Frees the buffers and the kernel's uniforms at once; traces still queued reject.
One ray from origin along direction (normalized here): its closest hit, or null.
Destroys the buffers once the traces already asked for have finished (a page swapping scenes retires the old one).
Whether each of rays is blocked (stops at the first blocker; shadow and visibility rays).
Closest hits of rays (RAY_FLOATS per ray).
Picking and batches of rays over a TraceSource, on the GPU. Rays are packed
RAY_FLOATSfloats each (packRays): origin, tMin, direction (normalized), tMax, the walk'sBvhRay.A
SceneTreesis traced as of its lastupdatethat was submitted.