RenderPass target used onto which render
Texture to render to if any (if not specified then this RenderPassEntry Meshes will be rendered directly to screen)
Optional function to execute just before rendering the Meshes, useful for eventual texture copy
Optional function to execute just before rendering the Meshes, useful for eventual texture copy
Optional
commandEncoder: GPUCommandEncoderOptional
swapChainTexture: GPUTextureOptional function to execute just after rendering the Meshes, useful for eventual texture copy
Optional function to execute just after rendering the Meshes, useful for eventual texture copy
Optional
commandEncoder: GPUCommandEncoderOptional
swapChainTexture: GPUTextureIf this RenderPassEntry needs to render only one Mesh
If this RenderPassEntry needs to render multiple Meshes, then use a Stack object
A RenderPassEntry object is used to group Meshes based on their rendering target