@pmndrs/bvh
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    Interface MeshRefitVertices

    The moved vertices, on the GPU. Buffers need STORAGE usage.

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

    The mesh's indices, as when the tree was built; omit for a plain triangle list.

    indexFormat?: "uint16" | "uint32"
    indexOffset?: number
    positionBuffer: GPUBuffer
    positionOffsetFloats?: number

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

    positionStrideFloats?: number

    Floats from one vertex to the next. Default 3.

    vertexCount: number