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    Class ViewerRenderManager

    Hierarchy (View Summary)

    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

    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

    • Parameters

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

      Returns this