Class ViewerRenderManager

Hierarchy (View Summary)

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

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.

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

uiConfig: UiObjectConfig
zPrepass: boolean
DEFAULT_MSAA_SAMPLES: number = 4
POWER_PREFERENCE: "high-performance" | "low-power" | "default" = 'high-performance'

Accessors

  • get displayCanvasScaling(): number
  • Returns number

    use renderScale instead

  • set displayCanvasScaling(value: number): void
  • Parameters

    • value: number

    Returns void

    use renderScale instead

Methods

  • Parameters

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

    Returns void