gpu-curtains
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    Interface RenderPassEntry

    A RenderPassEntry object is used to group Meshes or RenderBundle based on their rendering target.

    interface RenderPassEntry {
        label?: string;
        renderPass: RenderPass;
        renderTexture: Texture;
        onBeforeRenderPass: (
            commandEncoder?: GPUCommandEncoder,
            swapChainTexture?: GPUTexture,
        ) => void;
        onAfterRenderPass: (
            commandEncoder?: GPUCommandEncoder,
            swapChainTexture?: GPUTexture,
        ) => void;
        useCustomRenderPass: (commandEncoder?: GPUCommandEncoder) => void;
        element: PingPongPlane | ShaderPass;
        stack: Stack;
    }
    Index

    Properties

    label?: string

    Optional label for this RenderPassEntry.

    renderPass: RenderPass

    RenderPass target used onto which render.

    renderTexture: Texture

    Texture to render to if any (if not specified then this RenderPassEntry Meshes will be rendered directly to screen).

    onBeforeRenderPass: (
        commandEncoder?: GPUCommandEncoder,
        swapChainTexture?: GPUTexture,
    ) => void

    Optional function to execute just before rendering the Meshes, useful for eventual texture copy.

    onAfterRenderPass: (
        commandEncoder?: GPUCommandEncoder,
        swapChainTexture?: GPUTexture,
    ) => void

    Optional function to execute just after rendering the Meshes, useful for eventual texture copy.

    useCustomRenderPass: (commandEncoder?: GPUCommandEncoder) => void

    Optional function that can be used to manually create a GPURenderPassEncoder and create a custom rendering behaviour instead of the regular one. Used internally to render shadows.

    If this RenderPassEntry needs to render only one Mesh.

    stack: Stack

    If this RenderPassEntry needs to render multiple Meshes or RenderBundle, then use a Stack object.