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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.