class RenderingManager
Name | Type | Description | |
---|---|---|---|
scene | Scene |
The max id used for rendering groups (not included)
The min id used for rendering groups (included)
Used to globally prevent autoclearing scenes.
Name | Type | Description | |
---|---|---|---|
customRenderFunction | Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void> | ||
activeMeshes | Nullable<AbstractMesh[]> | ||
renderParticles | boolean |
Name | Type | Description | |
---|---|---|---|
spriteManager | SpriteManager |
Name | Type | Description | |
---|---|---|---|
particleSystem | IParticleSystem |
Name | Type | Description | |
---|---|---|---|
subMesh | SubMesh |
Overrides the default sort function applied in the renderging group to prepare the meshes.
This allowed control for front to back rendering or reversly depending of the special needs.
* @param renderingGroupId The rendering group id corresponding to its index
Name | Type | Description | |
---|---|---|---|
renderingGroupId | number | The rendering group id corresponding to its index | |
optional | opaqueSortCompareFn | Nullable<(a: SubMesh, b: SubMesh) => number> | The opaque queue comparison function use to sort. |
optional | alphaTestSortCompareFn | Nullable<(a: SubMesh, b: SubMesh) => number> | The alpha test queue comparison function use to sort. |
Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
* @param renderingGroupId The rendering group id corresponding to its index
Name | Type | Description | |
---|---|---|---|
renderingGroupId | number | The rendering group id corresponding to its index | |
autoClearDepthStencil | boolean | Automatically clears depth and stencil between groups if true. | |
optional | depth | boolean | Automatically clears depth between groups if true and autoClear is true. |