API

Function setThinInstanceCount

  • Update ONLY the active instance count (and re-upload the [0,count) matrix range), leaving _capacity — and therefore the already-allocated GPU buffer — untouched. This is the way to vary how many instances draw FRAME-TO-FRAME on an established thin-instanced mesh WITHOUT recreating the GPU buffer (which would invalidate any cached render/shadow bundle that captured the old buffer handle). Pre-size the buffer once with setThinInstances(mesh, matrices, capacity), then call this each update with count <= capacity. Count changes promote cached direct draws to stable indirect arguments, so the bundle stays valid. Caller must keep writing into the SAME matrices array the mesh already references. No-op if the mesh isn't thin-instanced yet.

    Parameters

    • mesh: Mesh
    • count: number

    Returns void