Class ViewerRenderManager




_dirty: boolean = true
autoBuildPipeline: boolean = true

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

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

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

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
  • Deprecated

    use renderScale instead

    Returns number

  • set displayCanvasScaling(value): void
  • Deprecated

    use renderScale instead


    • value: number

    Returns void


  • 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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