RoomleConfigurator.Internal.GBufferRenderPass
Last updated
Last updated
..GBufferRenderPass
↳ GBufferRenderPass
• new GBufferRenderPass(renderPassManager
, parameters?
)
renderPassManager
parameters?
• copyToSeparateDepthBuffer: boolean
= false
• drawGround: boolean
= true
• Readonly
floatRgbNormalAlphaDepth: boolean
= false
• Readonly
linearDepth: boolean
= false
• needsUpdate: boolean
= true
• get
depthBufferTexture(): Texture
Texture
GBufferTextures.depthBufferTexture
• get
depthNormalRenderTarget(): WebGLRenderTarget
<Texture
>
WebGLRenderTarget
<Texture
>
• get
gBufferTexture(): Texture
Texture
GBufferTextures.gBufferTexture
• set
groundDepthWrite(value
): void
value
boolean
void
• get
isFloatGBufferWithRgbNormalAlphaDepth(): boolean
boolean
GBufferTextures.isFloatGBufferWithRgbNormalAlphaDepth
• get
separateDeptRenderTarget(): WebGLRenderTarget
<Texture
>
WebGLRenderTarget
<Texture
>
• get
textureWithDepthValue(): Texture
Texture
GBufferTextures.textureWithDepthValue
▸ dispose(): void
void
RenderPass.dispose
▸ render(renderer
, _writeBuffer
, _readBuffer
, _deltaTime
, _maskActive
): void
renderer
WebGLRenderer
_writeBuffer
WebGLRenderTarget
<Texture
>
_readBuffer
WebGLRenderTarget
<Texture
>
_deltaTime
number
_maskActive
boolean
void
▸ renderPass(renderer
): void
renderer
WebGLRenderer
void
▸ setSize(width
, height
): void
width
number
height
number
void
RenderPass.setSize
▸ updateGBufferRenderMaterial(camera
): Material
camera
Camera
Material
.
• parameters:
.
.