Optional
autoWhether we should add this Mesh to our Scene to let it handle the rendering process automatically.
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
labelThe label of this Mesh, sent to various GPU objects for debugging purpose.
Optional
copyWhether the result of this ShaderPass should be copied to the renderTexture after each render. 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
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)
Base options used to create this Mesh.