Optional
autoWhether we should add this Mesh to our Scene to let it handle the rendering process automatically.
Optional
visibleFlag indicating whether to draw this Mesh or not.
Optional
renderControls the order in which this Mesh should be rendered by our Scene.
Optional
outputOptional RenderTarget to render this Mesh to instead of the canvas context.
Optional
texturesParameters used by this Mesh to create a DOMTexture.
Optional
targetsOptional targets properties.
Optional
renderOptional RenderBundle into which this Mesh should be added.
Optional
geometryGeometry to use
Optional
frustumFrustum culling check to use. Accepts OBB
, sphere
or a boolean. Default to OBB
. When set to true
, OBB
is used.
Optional
DOMFrustumMargins (in pixels) to applied to the DOM Frustum to determine if this ProjectedMesh should be frustum culled or not.
Optional
receiveWhether the mesh should receive the shadows from shadow casting lights. If set to true
, the lights shadow map textures and sampler will be added to the material, and some shader chunks helpers will be added. Default to false
.
Optional
castWhether the mesh should cast shadows from shadow casting lights. If set to true
, the mesh will be automatically added to all shadow maps. If you want to cast only specific shadows, see shadow's addShadowCastingMesh method. Default to false
.
Optional
uniformsuniforms input to pass to a BindGroup
Optional
storagesread only or read/write storages input to pass to a BindGroup
Optional
bindingsOptional
labelThe label of the Material, sent to various GPU objects for debugging purpose
Optional
shadersShaders to use with this Material
Optional
useWhether to compile the Material GPUPipelineBase | pipeline asynchronously or not
Optional
bindArray of already created bind groups to be used by this Material
Optional
samplersOptional
texturesOptional
domArray of already created DOMTexture to be used by this Material
Optional
useWhether this RenderMaterial should implicitly use the renderer camera bind group
Optional
transparentWhether this RenderMaterial should be treated as transparent. Impacts the render pipeline blend property
Optional
depthWhether this RenderMaterial should write to the depth buffer
Optional
depthWhether this RenderMaterial should enable depth write
Optional
depthDepth function to use with this RenderMaterial
Optional
depthFormat of the depth texture to use with this RenderMaterial
Optional
cullCull mode to use with this RenderMaterial
Optional
sampleThe sampleCount of the RenderPass onto which we'll be drawing. Set internally.
Optional
verticesVertices order to be used by the render pipeline
Optional
topologyTopology to use with this RenderMaterial, i.e. whether to draw triangles or points (see https://www.w3.org/TR/webgpu/#enumdef-gpuprimitivetopology)
Parameters used to create a ProjectedMesh