Taos API Reference
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    Interface GltfStaticModel

    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 MeshRenderer and SDF baking (when loaded with keepData: true); for animated rendering, use GltfLoader.load.

    Owns GPU resources (vertex/index buffers and textures); the caller must call destroy() to release them.

    interface GltfStaticModel {
        meshes: GltfStaticMeshData[];
        nodes: GltfNodeInfo[];
        nodeOrder: Int32Array;
        meshInstances: GltfMeshInstance[];
        variants: string[];
        activeVariant: number;
        setVariant: (variant: string | number | null) => void;
        destroy: () => void;
    }
    Index

    Properties

    nodes: GltfNodeInfo[]

    Full node graph (defaults resolved); index matches glTF node index.

    nodeOrder: Int32Array

    Node indices in parents-before-children order, for a flat world-matrix solve.

    meshInstances: GltfMeshInstance[]

    Mesh-bearing nodes paired with their GltfStaticModel.meshes range.

    variants: string[]

    KHR_materials_variants: the ordered variant names, or empty when none. Pass a name or index to GltfStaticModel.setVariant.

    activeVariant: number

    Active variant index (into GltfStaticModel.variants), or -1 for the default materials.

    setVariant: (variant: string | number | null) => void

    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.

    destroy: () => void

    Releases all GPU buffers and textures created by the loader.