InstancedLayer
InstancedLayer = {
circles:InstancedCirclesData;name:string;primitive:"circles";sizeMode?:"world"|"screen"; } | {name:string;pie:InstancedPieData;primitive:"pie";sizeMode?:"world"|"screen"; } | {lines:InstancedLinesData;name:string;pickable?:boolean;primitive:"lines";sizeMode?:"world"|"screen"; } | {arrows:InstancedArrowsData;name:string;pickable?:boolean;primitive:"arrows";sizeMode?:"world"|"screen"; } | {halfArrows:InstancedHalfArrowsData;name:string;pickable?:boolean;primitive:"half-arrows";sizeMode?:"world"|"screen"; }
Defined in: core/backend.ts:240
A named GPU-instanced primitive layer — the network rendering lane (#100).
pickable (#141) opts a link layer into the GPU-readback pick pass: the backend also builds an
id-encoded pick model (one extra Model, no extra instance buffers — the id is gl_InstanceID) and
renders it into an offscreen pick FBO, so Backend.pickInstanced resolves a screen pixel to
the topmost link instance. Only the link primitives (lines/arrows/half-arrows) carry it; nodes
(circles, pie) are CPU-picked exactly on the screen-bounded frontier and never enter the GPU pick pass.