function queueCommands(primitive, frameState, commands, commandsIgnoreShow) {
  const classificationType = primitive.classificationType;
  const queueTerrainCommands =
    classificationType !== ClassificationType.CESIUM_3D_TILE;
  const queue3DTilesCommands =
    classificationType !== ClassificationType.TERRAIN;

  const commandList = frameState.commandList;
  let commandLength = commands.length;
  let command;
  let i;
  for (i = 0; i < commandLength; ++i) {
    if (queueTerrainCommands) {
      command = commands[i];
      command.pass = Pass.TERRAIN_CLASSIFICATION;
      commandList.push(command);
    }
    if (queue3DTilesCommands) {
      command = commands[i].derivedCommands.tileset;
      command.pass = Pass.CESIUM_3D_TILE_CLASSIFICATION;
      commandList.push(command);
    }
  }

  if (!frameState.invertClassification || !defined(commandsIgnoreShow)) {
    return;
  }

  commandLength = commandsIgnoreShow.length;
  for (i = 0; i < commandLength; ++i) {
    commandList.push(commandsIgnoreShow[i]);
  }
}
Call when updating the color of a mesh with batchId changes color. The meshes will need to be re-batched
on the next update.

@param {number} batchId The batch id of the meshes whose color has changed.
@param {Color} color The new polygon color.