@equinor/videx-3d
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    Type Alias OITRenderPassResources

    Resource/accumulation counters for leak monitoring. Unlike OITRenderPassStats (per-frame object classification, which naturally varies with the camera), these track internal structures and global GPU resources that should stay bounded over time. Watch them while toggling the pipeline on/off (which recreates the passes): a steady climb indicates passes or GPU resources are not being disposed.

    type OITRenderPassResources = {
        entriesThisFrame: number;
        entriesTotal: number;
        geometries: number;
        oitPipelines: number;
        programs: number;
        textures: number;
    }
    Index

    Properties

    entriesThisFrame: number

    Classification entries created this frame (cache misses). ~0 in steady state; a persistently non-zero value means object material identities churn every frame, which also churns the cached per-pass OIT variants.

    entriesTotal: number

    Total classification entries created since this pass instance was constructed (monotonic). Resets only when the pass itself is recreated, so it grows quickly during warm-up and should then plateau.

    geometries: number

    GPU geometries currently tracked by the renderer (global).

    oitPipelines: number

    Active OIT pipeline registrations on this canvas (the ref-counted RenderingState _oitCount). Should read 1 while a single OIT pipeline is mounted; a value that climbs each time the pipeline is recreated means a pass was acquired but never released in OITRenderPass.dispose (a real leak).

    programs: number

    Compiled shader programs currently held by the renderer (global). -1 if unavailable.

    textures: number

    GPU textures currently tracked by the renderer (global; watch for unbounded growth).