Our layout (a MeshBvh: 64-byte nodes, 48-byte triangle records) for a
three-mesh-bvh tree over geometry (see the file comment). Without
indirectBuffer, tree positions are triangles of the index three-mesh-bvh
reordered, so geometry.indices must be that index (data.index, or the
geometry's own after three-mesh-bvh built on it).
Our layout (a
MeshBvh: 64-byte nodes, 48-byte triangle records) for a three-mesh-bvh tree overgeometry(see the file comment). WithoutindirectBuffer, tree positions are triangles of the index three-mesh-bvh reordered, sogeometry.indicesmust be that index (data.index, or the geometry's own after three-mesh-bvh built on it).