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    Class RenderManager<TE>

    Type Parameters

    Hierarchy (View Summary)

    Implements

    Index

    Constructors

    Properties

    _dirty: boolean = true
    autoBuildPipeline: boolean = true

    Set autoBuildPipeline = false to be able to set the pipeline manually.

    defaultRenderToScreen: boolean = true

    Default value for renderToScreen in render

    frameWaitTime: number = 0
    maxTempPerKey: 5
    shadowMap: WebGLShadowMap
    shadowMapType: ShadowMapType
    stableNoise: boolean = false

    Use total frame count, if this is set to true, then frameCount won't be reset when the viewer is set to dirty. Which will generate different random numbers for each frame during postprocessing steps. With TAA set properly, this will give a smoother result.

    POWER_PREFERENCE: WebGLPowerPreference = 'high-performance'
    ShaderChunk: {} = ShaderChunk
    ShaderLib: { [name: string]: ShaderLibShader } = ShaderLib

    Accessors

    Methods

    • Parameters

      • __namedParameters: {
            a?: number;
            b?: number;
            depth?: boolean;
            g?: number;
            r?: number;
            stencil?: boolean;
            target?: IRenderTarget;
            viewport?: Vector4;
        }

      Returns void

    • Exports a render target to a blob. The type is automatically picked from exr to png based on the render target.

      Parameters

      • target: WebGLRenderTarget

        render target to export

      • mimeType: string = 'auto'

        mime type to use. If auto (default), then it will be picked based on the render target type.

      • textureIndex: number = 0

        index of the texture to use in the render target (only in case of multiple render target)

      Returns BlobExt

    • Rend pixels from a render target into a new Uint8Array|Uint16Array|Float32Array buffer

      Parameters

      • target: WebGLRenderTarget

        render target to read from

      • textureIndex: number = 0

        index of the texture to use in the render target (only in case of multiple render target)

      Returns
          | Uint8Array<ArrayBufferLike>
          | Uint16Array<ArrayBufferLike>
          | Float32Array<ArrayBufferLike>

    • Copies a render target to a new/existing canvas element. Note: this will clamp the values to [0, 1] and converts to srgb for float and half-float render targets.

      Parameters

      • target: IRenderTarget | WebGLRenderTarget<Texture<TextureEventMap>>
      • textureIndex: number = 0

        index of the texture to use in the render target (only in case of multiple render target)

      • Optionalcanvas: HTMLCanvasElement

        optional canvas to render to, if not provided a new canvas will be created.

      Returns HTMLCanvasElement

    • Parameters

      • material: {
            defines: Record<string, string | number | undefined>;
            uniforms: { [name: string]: IUniform<any> };
        }

      Returns this