Releases all allocated instanced storage buffers from GPU memory and unregisters from the VRAM tracker.
Resolves the InstanceBatch details mapped to the specified key.
The batch identification key.
The target InstanceBatch, or undefined if not allocated.
Exposes visible batch groupings sorted by instanced keys.
Read-only Map of mesh groups.
Exposes instanced storage buffers allocated in VRAM.
Map of InstanceBatches.
Scans visible mesh configurations and partitions them into instanced batches. Reuses array collections from previous frames to eliminate garbage collection allocations. Must be executed every frame prior to rendering sequences.
Flat list of all meshes in the scene.
Bundles and uploads coordinate arrays for active batches, growing GPU STORAGE buffers as needed. Propagates updated visible mesh statistics into performance trackers.
Optional PerformanceTracker to update.
BatchManager organizes visible scene meshes into discrete material/geometry instanced batches. Allocates and grows GPU STORAGE buffers containing transformation matrix arrays to drive instanced draw calls, drastically optimizing drawing bottlenecks. Reuses data buffers to prevent garbage collector memory churning pressure.