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A GeometryStream contains high-level geometric objects like bspline surfaces, BReps, CurveVectors, etc. The GPU can't render those directly - they have to be converted into low-level primitives like triangles and lines. That's the job of the backend tile generator. You can use requestElementGraphics to convert a GeometryStream into something the GPU can render. Just as a heads-up, several of the APIs in your example snippet - like Mesh and DisplayParams - are marked |
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Can Uint8Array format GeometryStream be directly rendered onto the screen, so that components can be added separately to the viewport, similar to creating Mesh in THREE. js
I referred to the process of processing glTF binary data in
GltfReader.ts
and came up with the following idea, but encountered a problem when generating vertices and I am unable to handlecount
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