The mesh deforms (SceneTrees.setPose): its tree is refit from each
pose on the GPU and rebuilt when the refit drifts. bounds is the box
every pose stays in ([min, max], object space), which the top level
uses so a pose never changes it; true uses the rest pose's box. Its
instances never merge.
OptionalReadonlyvertexBase
vertexBase?:number
With SceneTreesOptions.positionsBuffer, required: the mesh's first
vertex in that buffer (its vertex v is the buffer's vertex
vertexBase + v). Not allowed otherwise.
The mesh deforms (SceneTrees.setPose): its tree is refit from each pose on the GPU and rebuilt when the refit drifts.
boundsis the box every pose stays in ([min, max], object space), which the top level uses so a pose never changes it;trueuses the rest pose's box. Its instances never merge.