Expand description
All RD resources for one chunk multimesh: the ChunkRealize compute
pipeline + the shared vertex pool (positions buffer + attribute texture) +
the descriptor/params buffers + uniform set + an indirect MultiMesh.
Render-thread only. The chunk realize is a single vertex pass: it reads
chunks/params and writes the vertex pool — it does NOT bind the
multimesh, so the compute path is multimesh-independent.
Structs§
- Chunk
GpuResources - GPU resources owned by one chunk multimesh.
- Scatter
Config - Static config of one scatter layer’s GPU side (CEL-73): the target indirect
MultiMesh + the per-slot candidate capacity (
k_per_cell * 4^S_MAX) + the instance cap the compact pass clamps to.