Triangle-precise synchronous ray pick over an explicit mesh collection.
This opt-in path uses retained CPU geometry. Actively skinned, morphed, or
vertex-animated meshes are skipped because their rendered positions are not
synchronously available; use GPU picking for those meshes.
Triangle-precise synchronous ray pick over an explicit mesh collection.
This opt-in path uses retained CPU geometry. Actively skinned, morphed, or vertex-animated meshes are skipped because their rendered positions are not synchronously available; use GPU picking for those meshes.