Whether the Pass instance is active or not.
true
.
Whether the render method should target a WebGLRenderTarget instance, or the frame buffer.
false
.
The render method to extend in Pass implementations.
The WebGLRenderer instance in use.
The scene to render.
The camera to render the scene through.
The optional WebGLRenderTarget instance to write to.
The optional WebGLRenderTarget instance of a previous pass to write onto.
Optional
delta: numberThe time argument from the requestAnimationFrame.
This is the place where the desired effects or render operations are executed.
The resize method to extend in Pass implementations.
Width to resize to.
Height to resize to.
It resizes the render targets. Call on resize events.
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The base class to extend for further passes in MapView, like the MSAARenderPass,
Remarks
Pass
provides the core logic for both :Even some shader passes still actually fall within the render pass category as they need to re-render the scene to then deduce an effect, such as masking, AO, DoF etc. Others just need the previous input image to apply a shader on top of it, as for bloom or NVIDIA's FXAA for example. These only are proper shader passes.