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    Class ProgressiveBlendPass

    Hierarchy

    • AddBlendTexturePass
      • ProgressiveBlendPass

    Implements

    Index

    Constructors

    Properties

    after: string[] = ...

    Passes that should run before this pass

    before: string[] = ...

    Passes that should run after this pass

    copyToWriteBuffer: boolean = true
    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
    isExtendedShaderPass: true
    material: ShaderMaterial2
    onDirty: (() => void)[] = []
    overrideReadBuffer: null | { texture?: Texture<TextureEventMap> } = null
    passId: string

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

    required: string[] = ...

    Passes that are required to be present in the pipeline to run this pass.

    DEFAULT_TEX_ID: "tDiffuse" = 'tDiffuse'

    Accessors

    Methods