Class RenderManager





_composer: EffectComposer2
_context: WebGLRenderingContext
_dirty: boolean = true
_frameCount: number = 0
_isWebGL2: boolean
_lastTime: number = 0
_passes: IPipelinePass<string>[] = []
_passesNeedsUpdate: boolean = true
_pipeline: string[] = []
_renderScale: number = 1.
_renderSize: Vector2 = ...
_totalFrameCount: number = 0
autoBuildPipeline: boolean = true

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

frameWaitTime: number = 0
maxTempPerKey: 5 = 5
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: "default" | "high-performance" | "low-power" = 'high-performance'



  • Regenerates the render pipeline by resolving dependencies and sorting the passes. This is called automatically when the passes are changed.

    Returns string[]

  • blit - blits a texture to the screen or another render target.


    • destination: undefined | null | IRenderTarget

      destination target, or screen if undefined or null

    • __namedParameters: RendererBlitOptions = {}

    Returns void

  • Parameters

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

    Returns void

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