Optionalgeneration?: numberOptionalpositionLayout?: "vec4" | "packed"Indexed trees: the positions buffer's layout. Default 'vec4'.
OptionaltriangleWordOffset?: numberOptionalvertexBase?: numberIndexed trees, required: the mesh's first vertex in the target's
positions buffer (0 for a tree in its own buffers;
meshRefitPlacement for a scene mesh).
OptionalvertexCount?: numberIndexed trees: the mesh's vertices there; encode then refuses a posed buffer of another size.
OptionalnodeFormat?: "f32" | "quantized"The target's node format. Required with nodeWordOffset (a
tree inside other buffers, such as a scene's: the target's
format is not the layout's; meshRefitPlacement gives it).
Without nodeWordOffset (the tree in its own buffers) it
defaults to the layout's. With 'quantized', nodeWordOffset
is the root's (its frame slot is the 8 words before; default 8),
and the refit runs on an f32 copy then packs it into the target.
OptionalnodeWordOffset?: undefinedThe tree in its own buffers (word 0; with quantized nodes, its root after the frame slot).
The target's node format, required here.
Where the mesh's root sits in the target node buffer, in words.
Where a tree sits for GpuMeshRefit.setTree. A tree inside other buffers (
nodeWordOffset, a scene's say) must name the target'snodeFormat: the scene's format is not the layout's.meshRefitPlacementgives both for a scene mesh.