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InstancedArrows

Defined in: webgl/instanced.ts:647

new InstancedArrows(device, data, width?, height?, pick?): InstancedArrows

Defined in: webgl/instanced.ts:671

Device

InstancedArrowsData

number = 0

number = 0

boolean = false

InstancedArrows

count: number

Defined in: webgl/instanced.ts:648

destroy(): void

Defined in: webgl/instanced.ts:826

void


render(pass): void

Defined in: webgl/instanced.ts:819

RenderPass

void


renderPick(pass): void

Defined in: webgl/instanced.ts:823

Draw the id-encoded pick pass (#141). No-op unless built with pick.

RenderPass

void


setHighlight(h): void

Defined in: webgl/instanced.ts:750

Set shader-highlight uniforms (#162) — recolour/dim with no geometry touch (shared with the pick twin).

InstancedHighlight

void


setSizeMode(mode): void

Defined in: webgl/instanced.ts:746

"world" | "screen"

void


setTransform(m): void

Defined in: webgl/instanced.ts:740

Float32Array

void


setViewport(width, height): void

Defined in: webgl/instanced.ts:743

number

number

void


update(device, data): boolean

Defined in: webgl/instanced.ts:760

Update the instance data in place (no object recreation). Mirrors InstancedLines.update. Returns false when the half flag changed (vertex template must be rebuilt — caller recreates). The pick model shares the same instance buffers, so pick geometry tracks the new endpoints automatically.

Device

InstancedArrowsData

boolean