/** * De-risk spike for item instancing (charter backlog #3a): mounts one * BatchedMesh — two geometries, a few hundred instances, one material — * through the real render pipeline (post-FX, shadow pass, WebGPU backend). * `?spike=batch` only; never mounted in normal sessions. * * What it proves, read via the ?perf panel + `window.__batchSpike`: * - DRAW rises by ~1 per pass, not by the instance count. * - TRI drops as instances leave the frustum (perObjectFrustumCulled works). * - Shadows cast/receive; no pipeline crash. */ export declare const BATCH_SPIKE_ENABLED: boolean; export declare const BatchedMeshSpike: () => null; //# sourceMappingURL=batched-mesh-spike.d.ts.map