Used to by the Renderer render everything that needs to be rendered (compute passes and meshes) in the right order with the right pass descriptors and target textures, perform textures copy at the right time, etc.

Render order

Hierarchy (view full)

Constructors

Properties

transforms: Object3DTransforms
children: Object3D[]

Children Object3D in the scene graph, used to compute their own world matrix

object3DIndex: number

Index (order of creation) of this Object3D. Used in the parent / children relation.

matricesNeedUpdate: boolean

Whether at least one of this Object3D matrix needs an update.

renderer: Renderer

Renderer used by this Scene

computePassEntries: ComputePass[]

Array of ComputePass to render, ordered by renderOrder

renderPassEntries: RenderPassEntries

A RenderPassEntries object that will contain every Meshes that need to be drawn, put inside each one of our three entries type arrays: 'pingPong', 'outputTarget' and 'screen'.

Accessors

Methods

  • Sort transparent projected meshes by their render order or distance to the camera (farther meshes should be drawn first).

    Parameters

    • meshes: ProjectedMesh[]

      transparent projected meshes array to sort

    Returns void

  • Before actually rendering the scene, update matrix stack and frustum culling checks. Batching these calls greatly improve performance. Called by the renderer before rendering.

    Returns void