Base parameters used to create a Mesh.

interface MeshBaseParams {
    autoRender?: boolean;
    visible?: boolean;
    renderOrder?: number;
    outputTarget?: RenderTarget;
    texturesOptions?: ExternalTextureParams;
    targets?: Partial<GPUColorTargetState>[];
    renderBundle?: RenderBundle;
    geometry?: AllowedGeometries;
    uniforms?: ReadOnlyInputBindings;
    storages?: ReadWriteInputBindings;
    bindings?: BindGroupBindingElement[];
    label?: string;
    shaders?: MaterialShaders;
    useAsyncPipeline?: boolean;
    bindGroups?: BindGroup[];
    samplers?: Sampler[];
    textures?: Texture[];
    domTextures?: DOMTexture[];
    useProjection?: boolean;
    transparent?: boolean;
    depth?: boolean;
    depthWriteEnabled?: boolean;
    depthCompare?: GPUCompareFunction;
    depthFormat?: GPUTextureFormat;
    cullMode?: GPUCullMode;
    sampleCount?: number;
    verticesOrder?: GPUFrontFace;
    topology?: GPUPrimitiveTopology;
}

Hierarchy (view full)

Properties

autoRender?: boolean

Whether we should add this Mesh to our Scene to let it handle the rendering process automatically.

visible?: boolean

Flag indicating whether to draw this Mesh or not.

renderOrder?: number

Controls the order in which this Mesh should be rendered by our Scene.

outputTarget?: RenderTarget

Optional RenderTarget to render this Mesh to instead of the canvas context.

texturesOptions?: ExternalTextureParams

Parameters used by this Mesh to create a DOMTexture.

targets?: Partial<GPUColorTargetState>[]

Optional targets properties.

renderBundle?: RenderBundle

Optional RenderBundle into which this Mesh should be added.

Geometry to use

uniforms input to pass to a BindGroup

read only or read/write storages input to pass to a BindGroup

array of already created bindings (buffers, texture, etc.) to pass to this BindGroup

label?: string

The label of the Material, sent to various GPU objects for debugging purpose

shaders?: MaterialShaders

Shaders to use with this Material

useAsyncPipeline?: boolean

Whether to compile the Material GPUPipelineBase | pipeline asynchronously or not

bindGroups?: BindGroup[]

Array of already created bind groups to be used by this Material

samplers?: Sampler[]

Array of already created samplers to be used by this Material

textures?: Texture[]

Array of already created Texture to be used by this Material

domTextures?: DOMTexture[]

Array of already created DOMTexture to be used by this Material

useProjection?: boolean

Whether this RenderMaterial should implicitly use the renderer camera bind group

transparent?: boolean

Whether this RenderMaterial should be treated as transparent. Impacts the render pipeline blend property

depth?: boolean

Whether this RenderMaterial should write to the depth buffer

depthWriteEnabled?: boolean

Whether this RenderMaterial should enable depth write

depthCompare?: GPUCompareFunction

Depth function to use with this RenderMaterial

depthFormat?: GPUTextureFormat

Format of the depth texture to use with this RenderMaterial

cullMode?: GPUCullMode

Cull mode to use with this RenderMaterial

sampleCount?: number

The sampleCount of the RenderPass onto which we'll be drawing. Set internally.

verticesOrder?: GPUFrontFace

Vertices order to be used by the render pipeline

topology?: GPUPrimitiveTopology

Topology to use with this RenderMaterial, i.e. whether to draw triangles or points (see https://www.w3.org/TR/webgpu/#enumdef-gpuprimitivetopology)