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 or RenderBundle, then use a Stack object.
A RenderPassEntry object is used to group Meshes or RenderBundle based on their rendering target.