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Add a stats subcommand: scene characterisation with no GPU device - #74
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Builds the world in the embedded QuickJS runtime, then runs the CPU scene build + prepare_as (the same path the render and live modes use, with the hardware-traversal flags) and reports what a frame will cost structurally: objects, geometries, materials, textures, triangles (flat + instanced, same counts the render stats report), instances, and emitter triangles. No adapter, no device, no upload: a scene's geometry and light-source counts are properties of the world, not of the GPU. Useful for triaging which scenes will fit on a card before allocating it, and for benchmarking workloads without a render pass.
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Adds
threert-render stats <bundle>: builds the world in the embedded runtime, runs the CPU-side scene build, and reports objects, geometries, materials, textures, triangles, instances and emitters — with no adapter, no device and no upload.This came out of needing per-scene emitter counts for the analysis in #72, on a card that couldn't hold the heavier scenes. Being able to characterise a scene without a GPU turned out useful on its own, so offering it back.
21 lines in
main.rs.