API

Class GaussianSplattingDebugger

Manages debug rendering options across a set of Gaussian splat meshes. Create one instance, add meshes via addMesh(), then set options to apply them to every registered mesh simultaneously.

All options default to their "off" states so there is no rendering cost until a feature is explicitly enabled.

// Global options — applied to every registered mesh
const gsDebugger = new GaussianSplattingDebugger();
gsDebugger.addMesh(mesh1);
gsDebugger.addMesh(compoundMesh); // compound mesh with multiple parts
gsDebugger.clippingBox = { min: new Vector3(-2, -2, -2), max: new Vector3(2, 2, 2) };
gsDebugger.shOrder1 = false;

// Per-part override — saturate opacity on part 0 of the compound mesh only,
// leaving all other parts (and mesh1) unaffected
gsDebugger.setPartOptions(compoundMesh, 0, { opacitySaturate: true });
// Later, restore part 0 to the global setting
gsDebugger.clearPartOptions(compoundMesh, 0);
Index
  • Adds a mesh to the debugger, attaching a debug plugin to its material. The mesh must already have a GaussianSplattingMaterial assigned (i.e., data must have been loaded at least once). Current option values are applied immediately. The mesh is automatically unregistered if it is disposed.

    Parameters

    • mesh: GaussianSplattingMeshBase

      The mesh to register.

    Returns void