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

    Hierarchy (View Summary)

    Index

    Constructors

    Properties

    transforms: Object3DTransforms
    up: Vec3

    Vec3 used by the lookAt method, to determine the orientation of the result. Default to new Vec3(0, 1, 0).

    actualPosition: Vec3

    Vec3 holding the actual position of this Object3D from its worldMatrix.

    children: Object3D[]

    Children Object3D in the scene graph, used to compute their own worldMatrix.

    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 or RenderBundle that need to be drawn, put inside each one of our six entries type arrays: pingPong, renderTarget, prePass, screen, postRenderTarget and postProPass.

    Accessors

    • get visible(): boolean

      Get whether this Object3D is visible (if it is itself visible, and all its parents are visible as well).

      Returns boolean

    • set visible(value: boolean): void

      Set this Object3D visible property, and its children parentVisibility property.

      Parameters

      • value: boolean

        New visibility value.

      Returns void

    • get parentVisibility(): boolean

      Get whether all this Object3D parents are visible or not. Should not be used directly.

      Returns boolean

    • set parentVisibility(value: boolean): void

      Set to false if at least one of this Object3D parent is not visible, true otherwise. Should not be used directly.

      Parameters

      • value: boolean

        New parent visibility value.

      Returns void

    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