Options
All
  • Public
  • Public/Protected
  • All
Menu

The base class to extend for further passes in MapView, like the MSAARenderPass,

remarks

Pass provides the core logic for both :

  • render passes (proper scene renders),
  • and shader passes (quad renders, i.e. effects added on top of the render output as a postprocess).

Even some shader passes still actually fall within the render pass category as they need to re-render the scene to then deduce an effect, such as masking, AO, DoF etc. Others just need the previous input image to apply a shader on top of it, as for bloom or NVIDIA's FXAA for example. These only are proper shader passes.

Hierarchy

Implements

Index

Properties

Methods

Properties

enabled

enabled: boolean = false

renderToScreen

renderToScreen: boolean = false

Methods

render

  • render(renderer: WebGLRenderer, scene: Scene, camera: Camera, writeBuffer: WebGLRenderTarget | null, readBuffer: WebGLRenderTarget | null, delta?: undefined | number): void
  • Parameters

    • renderer: WebGLRenderer
    • scene: Scene
    • camera: Camera
    • writeBuffer: WebGLRenderTarget | null
    • readBuffer: WebGLRenderTarget | null
    • Optional delta: undefined | number

    Returns void

setSize

  • setSize(width: number, height: number): void

Generated using TypeDoc