What a GpuMeshRefit.setTree needs for input mesh meshIndex of an
assembled scene (a deforming mesh refit in the scene's shared buffers): the
word offsets and, in an indexed scene, the mesh's vertex base, vertex count
and the positions layout. Throws for a mesh merged into a static group:
merged records are world space and name source-mesh triangles, so a refit
from the source's object-space vertices would corrupt them. Merged ranges
are never refit. Throws for a welded mesh of an indexed scene too: the
refit copies the app's vertex v to scene vertex vertexBase + v, which only
holds when the scene kept the app's numbering. Assemble meshes you will
refit with weld: false (and no weldTolerance).
What a
GpuMeshRefit.setTreeneeds for input meshmeshIndexof an assembled scene (a deforming mesh refit in the scene's shared buffers): the word offsets and, in an indexed scene, the mesh's vertex base, vertex count and the positions layout. Throws for a mesh merged into a static group: merged records are world space and name source-mesh triangles, so a refit from the source's object-space vertices would corrupt them. Merged ranges are never refit. Throws for a welded mesh of an indexed scene too: the refit copies the app's vertex v to scene vertexvertexBase + v, which only holds when the scene kept the app's numbering. Assemble meshes you will refit withweld: false(and noweldTolerance).