@pmndrs/bvh
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    Interface GpuMeshBuffers

    Geometry already on the GPU, for example a deformed vertex buffer an adapter wrote. A GPU build copies the ranges it needs into its own buffers when it is recorded, so the buffers need COPY_SRC usage.

    interface GpuMeshBuffers {
        indexBuffer?: GPUBuffer | null;
        indexFormat?: "uint16" | "uint32";
        indexOffset?: number;
        positionBuffer: GPUBuffer;
        positionOffsetFloats?: number;
        positionStrideFloats?: number;
        triangleCount: number;
        triangleFlagsBuffer?: GPUBuffer | null;
        vertexCount: number;
    }
    Index
    indexBuffer?: GPUBuffer | null

    Three indices per triangle; omit for a plain triangle list.

    indexFormat?: "uint16" | "uint32"
    indexOffset?: number

    Index of the mesh's first index in indexBuffer (not bytes). Default 0.

    positionBuffer: GPUBuffer

    f32 vertex positions.

    positionOffsetFloats?: number

    Float index of vertex 0's x. Default 0.

    positionStrideFloats?: number

    Floats from one vertex to the next. Default 3 (tightly packed).

    triangleCount: number
    triangleFlagsBuffer?: GPUBuffer | null

    One u32 per triangle, by original triangle number, from offset 0. Default 0. Only bit 0 may be set, as in MeshInput.triangleFlags; a GPU buffer is not checked.

    vertexCount: number