A GPU batch's f32 trees with quantized nodes: a new node buffer holding,
per usable mesh, its frame slot and its nodes (packed by the quantize pass,
submitted here), and the f32 node buffer destroyed. Ranges keep their
parents where they were (parentOffset); nodeOffset becomes the root's
slot. Meshes with a problem get no nodes (nodeOffset and nodeCount 0). Any GPU
builder's trees; quantized trees come back as they are.
A GPU batch's
f32trees with quantized nodes: a new node buffer holding, per usable mesh, its frame slot and its nodes (packed by the quantize pass, submitted here), and thef32node buffer destroyed. Ranges keep their parents where they were (parentOffset);nodeOffsetbecomes the root's slot. Meshes with a problem get no nodes (nodeOffsetandnodeCount0). Any GPU builder's trees; quantized trees come back as they are.