Options used to create a GPUCameraRenderer.

interface GPUCameraRendererOptions {
    camera?: CameraBasePerspectiveOptions;
    lights?: false | GPUCameraRendererLightParams;
    deviceManager: GPUDeviceManager;
    label?: string;
    container: string | HTMLElement;
    pixelRatio?: number;
    autoResize?: boolean;
    renderPass?: {
        useDepth: boolean;
        sampleCount: number;
        clearValue: GPUColor;
    };
    context: GPURendererContextOptions;
}

Hierarchy (view full)

Properties

An object defining camera perspective parameters

An object defining the maximum number of light to use when creating the GPUCameraRenderer. Can be set to false to avoid creating lights and shadows buffers, but note this is a permanent choice and cannot be changed later.

deviceManager: GPUDeviceManager

The GPUDeviceManager used to create this GPURenderer

label?: string

Optional label of this GPURenderer

container: string | HTMLElement

HTMLElement or selector used as a container for our canvas. Could also be directly a HTMLCanvasElement | canvas element.

pixelRatio?: number

Pixel ratio to use for rendering

autoResize?: boolean

Whether to auto resize the renderer each time its GPURenderer#domElement size changes or not. It is advised to set this parameter to false if the provided container is a HTMLCanvasElement | canvas element, and handle resizing by yourself.

renderPass?: {
    useDepth: boolean;
    sampleCount: number;
    clearValue: GPUColor;
}

The renderer RenderPass parameters

Type declaration

  • useDepth: boolean

    Whether the renderer RenderPass should handle depth. Default to true

  • sampleCount: number

    The renderer RenderPass sample count (i.e. whether it should use multisampled antialiasing). Default to 4

  • clearValue: GPUColor

    The GPUColor | color values to clear to before drawing the renderer RenderPass. Default to [0, 0, 0, 0]