@pmndrs/bvh
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    Interface MeshRefitTarget

    Where the mesh's tree lives on the GPU: its own buffers, or its place in a scene's shared ones.

    interface MeshRefitTarget {
        nodes: GPUBuffer;
        positions?: GPUBuffer | null;
        triangles: GPUBuffer;
    }
    Index
    nodes: GPUBuffer

    Nodes, the mesh's root at nodeWordOffset.

    positions?: GPUBuffer | null

    An indexed tree's positions buffer (the scene's), which the refit writes the posed vertices into.

    triangles: GPUBuffer

    Triangle records, the mesh's first at triangleWordOffset.