/// <summary>
        /// Loads a fitting scene representation from the bundled assets.
        /// </summary>
        /// <returns></returns>
        private IEnumerator LoadSceneRepresentationCoroutine()
        {
            // Load the scene representation.
            yield return(StartCoroutine(PMColorTextureArray.LoadProcessedTextureArrayCoroutine()));

            yield return(StartCoroutine(PMPerViewMeshesQSTR.LoadProcessedPerViewMeshesCoroutine()));

            // Deactivate the created geometry.
            _helperCommandBuffer.DeactivateCreatedGeometry(PMPerViewMeshesQSTR.perViewMeshTransforms[0].parent);
        }
        /// <summary>
        /// Loads a fitting scene representation from the bundled assets.
        /// </summary>
        /// <returns></returns>
        private IEnumerator LoadSceneRepresentationCoroutine()
        {
            // Load the scene representation.
            yield return(StartCoroutine(PMColorTextureArray.LoadProcessedTextureArrayCoroutine()));

            yield return(StartCoroutine(PMPerViewMeshesFS.LoadProcessedFocalSurfacesCoroutine()));

            // Deactivate the created geometry.
            _helperCommandBuffer.DeactivateCreatedGeometry(PMPerViewMeshesFS.meshTransforms[0].parent);
            // Store information on the focal surfaces created by the scene representation.
            _helperFocalSurfaces.StoreInformationOnFocalSurfaces(cameraSetup.cameraModels, PMPerViewMeshesFS.meshTransforms);
        }