function NodeRenderResources(modelRenderResources, runtimeNode) {
  //>>includeStart('debug', pragmas.debug);
  Check.typeOf.object("modelRenderResources", modelRenderResources);
  Check.typeOf.object("runtimeNode", runtimeNode);
  //>>includeEnd('debug');

  // Properties inherited from the ModelRenderResources.
  /**
   * A reference to the model. Inherited from the model render resources.
   *
   * @type {Model}
   * @readonly
   *
   * @private
   */
  this.model = modelRenderResources.model;
  /**
   * An object used to build a shader incrementally. This is cloned from the
   * model render resources because each node can compute a different shader.
   *
   * @type {ShaderBuilder}
   * @readonly
   *
   * @private
   */
  this.shaderBuilder = modelRenderResources.shaderBuilder.clone();

  /**
   * A dictionary mapping uniform name to functions that return the uniform
   * values. Inherited from the model render resources.
   *
   * @type {Object<string, Function>}
   * @readonly
   *
   * @private
   */
  this.uniformMap = clone(modelRenderResources.uniformMap);

  /**
   * Options for configuring the alpha stage such as pass and alpha cutoff.
   * Inherited from the model render resources.
   *
   * @type {ModelAlphaOptions}
   * @readonly
   *
   * @private
   */
  this.alphaOptions = clone(modelRenderResources.alphaOptions);

  /**
   * An object storing options for creating a {@link RenderState}.
   * The pipeline stages simply set the options, the render state is created
   * when the {@link DrawCommand} is constructed. Inherited from the model
   * render resources.
   *
   * @type {object}
   * @readonly
   *
   * @private
   */
  this.renderStateOptions = clone(
    modelRenderResources.renderStateOptions,
    true,
  );

  /**
   * Whether the model has a silhouette. This value indicates what draw commands
   * are needed. Inherited from the model render resources.
   *
   * @type {boolean}
   * @readonly
   *
   * @private
   */
  this.hasSilhouette = modelRenderResources.hasSilhouette;

  /**
   * Whether the model is part of a tileset that uses the skipLevelOfDetail
   * optimization. This value indicates what draw commands are needed.
   * Inherited from the model render resources.
   *
   * @type {boolean}
   * @readonly
   *
   * @private
   */
  this.hasSkipLevelOfDetail = modelRenderResources.hasSkipLevelOfDetail;

  // Other properties.
  /**
   * A reference to the runtime node
   *
   * @type {ModelRuntimeNode}
   * @readonly
   *
   * @private
   */
  this.runtimeNode = runtimeNode;

  /**
   * An array of objects describing vertex attributes that will eventually
   * be used to create a {@link VertexArray} for the draw command. Attributes
   * at the node level may be needed for extensions such as EXT_mesh_gpu_instancing.
   *
   * @type {Object[]}
   * @readonly
   *
   * @private
   */
  this.attributes = [];

  /**
   * The index to give to the next vertex attribute added to the attributes array.
   * POSITION takes index 0.
   *
   * @type {number}
   *
   * @private
   */
  this.attributeIndex = 1;

  /**
   * The set index to assign to feature ID vertex attribute(s) created from the
   * offset/repeat in the feature ID attribute.
   *
   * @type {number}
   * @default 0
   *
   * @private
   */
  this.featureIdVertexAttributeSetIndex = 0;

  /**
   * The number of instances. This value is set by InstancingPipelineStage.
   *
   * @type {number}
   * @default 0
   *
   * @private
   */
  this.instanceCount = 0;

  /**
   * The PrimitiveRenderResources for the primitives of the node.
   *
   * @type {PrimitiveRenderResources[]}
   * @default []
   *
   * @private
   */
  this.primitiveRenderResources = [];
}
A model is made up of one or more nodes in the scene graph. Some details
such as instancing are computed on a per-node basis. This class provides
a place to store such details. It also inherits some properties from
the model render resources.

@constructor

@param {ModelRenderResources} modelRenderResources The model resources to inherit
@param {ModelRuntimeNode} runtimeNode The in-memory representation of the scene graph node.

@private