Optional
widthNumber of segments along the X axis
Optional
heightNumber of segments along the Y axis
Optional
autoWhether we should add this Mesh to our Scene to let it handle the rendering process automatically
Optional
visibleFlag indicating whether to draw this Mesh or not
Optional
renderControls the order in which this Mesh should be rendered by our Scene
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
autoloadWhether to automatically create a DOMTexture for all HTMLImageElement, HTMLVideoElement and HTMLCanvasElement child of the specified DOMMesh HTMLElement
Optional
watchWhether to automatically update the DOMMesh position on scroll
Optional
geometryOptional PlaneGeometry to use
Optional
uniformsuniforms input to pass to a BindGroup
Optional
storagesread only or read/write storages input to pass to a BindGroup
Optional
bindingsOptional
instancesNumber of geometry instances to draw
Optional
vertexArray of VertexBufferParams used to create VertexBuffer on geometry creation
Optional
mapWhether to map the vertex buffers at creation.
Optional
labelThe label of the Material, sent to various GPU objects for debugging purpose
Optional
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)
Parameters used to create a Plane