@pmndrs/bvh
    Preparing search index...

    Variable GPU_LAYOUT_TRIANGLE_WORDConst

    GPU_LAYOUT_TRIANGLE_WORD: {
        flags: 7;
        originalIndex: 3;
        padding: 11;
        vertex0: 0;
        vertex1: 4;
        vertex2: 8;
    } = ...

    Word positions inside a triangle, matching the tracer's WGSL BvhTriangle (and ddgi-core's TRIANGLE_WORD): each corner is a vec3f followed by one word, the original triangle index after the first, the flags after the second. The word after the third (padding) is 0 as every builder writes it; in a merged static mesh the scene assembly writes the source instance index there.

    Type Declaration

    • Readonlyflags: 7
    • ReadonlyoriginalIndex: 3
    • Readonlypadding: 11
    • Readonlyvertex0: 0
    • Readonlyvertex1: 4
    • Readonlyvertex2: 8