Class ViewerRenderManager

Hierarchy (view full)



_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

depthBuffer: boolean
frameWaitTime: number = 0
gbufferTarget: undefined | IRenderTarget

Reference to the gbuffer target, if it exists. This can be set by plugins like DepthBufferPlugin, GBufferPlugin

gbufferUnpackExtension: undefined | MaterialExtension

The extension that can be used to upload and unpack the values in gbuffer target(s), if it exists. This can be set by plugins like DepthBufferPlugin, GBufferPlugin Note: this should not be changed after set by some plugin.

maxTempPerKey: 5 = 5
msaa: number | boolean
renderPass: ExtendedRenderPass
rgbm: boolean
screenPass: ScreenPass
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.

zPrepass: boolean
POWER_PREFERENCE: "default" | "high-performance" | "low-power" = 'high-performance'


  • get displayCanvasScaling(): number
  • Returns number


    use renderScale instead

  • set displayCanvasScaling(value): void
  • Parameters

    • value: number

    Returns void


    use renderScale instead


  • 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

  • Converts a render target to a png/jpeg data url string. Note: this will clamp the values to [0, 1] and converts to srgb for float and half-float render targets.


    • target: WebGLRenderTarget | WebGLMultipleRenderTargets
    • mimeType: string = 'image/png'
    • quality: number = 90
    • textureIndex: number = 0

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

    Returns string

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