Splits meshes into batches whose buffers this device can bind, in order. A
mesh too big for any batch, or for H-PLOC, comes back in tooBig.
maxBatchBytes (optional; default none, today's path) also caps each
batch's GPU bytes while it builds, its inputs, scratch and outputs
(hplocBatchBytes), so a scene builds in several smaller batches, one
after another, with a lower peak (docs/internals/design/bvh-builders.md, "Build peak
memory"). A mesh bigger than the cap on its own still builds, alone in its
batch.
Splits meshes into batches whose buffers this device can bind, in order. A mesh too big for any batch, or for H-PLOC, comes back in
tooBig.maxBatchBytes(optional; default none, today's path) also caps each batch's GPU bytes while it builds, its inputs, scratch and outputs (hplocBatchBytes), so a scene builds in several smaller batches, one after another, with a lower peak (docs/internals/design/bvh-builders.md, "Build peak memory"). A mesh bigger than the cap on its own still builds, alone in its batch.