Full node graph (defaults resolved); index matches glTF node index.
Node indices in parents-before-children order, for a flat world-matrix solve.
Mesh-bearing nodes paired with their GltfStaticModel.meshes range.
KHR_materials_variants: the ordered variant names, or empty when none. Pass a name or index to GltfStaticModel.setVariant.
Active variant index (into GltfStaticModel.variants), or -1 for the default materials.
KHR_materials_variants: reassigns every GltfStaticMeshData.material to the
selected variant (or the default for null/-1/unmapped). Callers that mirror
meshes[i].material onto a MeshRenderer (re-read each frame) see the swap
immediately. No-op when the model defines no variants.
Releases all GPU buffers and textures created by the loader.
Result of GltfLoader.loadStatic: plain Mesh primitives plus the resolved node graph, so callers can place each primitive by its owning node's world transform exactly as the skinned loader does.
Joints/weights are ignored — vertices are kept in their authored bind-pose frame. Suitable for
MeshRendererand SDF baking (when loaded withkeepData: true); for animated rendering, use GltfLoader.load.Owns GPU resources (vertex/index buffers and textures); the caller must call
destroy()to release them.