Class FrameFadeBlendPass

Hierarchy

  • AddBlendTexturePass
    • FrameFadeBlendPass

Implements

Constructors

Properties

_lastTime: number = 0
after: string[] = ...
before: string[] = ...
dirty: ValOrFunc<boolean> = ...

Checked by RenderManager to determine whether to render this frame. A frame is rendered if any pass is dirty. This can be set by the plugin/pass to indicate when to continue rendering. See ProgressivePlugin. This is different from setDirty which is implementation specific to the pass/plugin. It generally calls onDirty and set the viewer dirty.

enabled: boolean = true
fadeTime: number = 0
fadeTimeState: number = 0
isExtendedShaderPass: true = true
onDirty: (() => void)[] = []

Type declaration

    • (): void
    • Returns void

overrideReadBuffer: null | {
    texture?: Texture;
} = null

Type declaration

passId: string

Unique id for the pass. Used to determine the order of passes in the pipeline.

required: string[] = ...
toSaveFrame: boolean = false
DEFAULT_TEX_ID: "tDiffuse" = 'tDiffuse'

Accessors

Methods

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