Renderer
constRenderer:object
Defined in: render/renderer.ts:484
Type Declaration
Section titled “Type Declaration”begin()
Section titled “begin()”begin(
viewProjection,target?,clearFlags?,clearColor?,clearRect?):void
Begins the pass. The clear rides begin as a load-op: clearFlags bit 0 =
color, bit 1 = depth; clearColor is the color value; clearRect scopes the
clear to a viewport region (omitted = the whole target). No flags = load.
Parameters
Section titled “Parameters”viewProjection
Section titled “viewProjection”Float32Array
target?
Section titled “target?”number
clearFlags?
Section titled “clearFlags?”number = 0
clearColor?
Section titled “clearColor?”number
number
number
number
clearRect?
Section titled “clearRect?”number
number
number
number
Returns
Section titled “Returns”void
beginFrame()
Section titled “beginFrame()”beginFrame(
elapsedSec?):void
Parameters
Section titled “Parameters”elapsedSec?
Section titled “elapsedSec?”number = 0
Returns
Section titled “Returns”void
beginScreenOverlay()
Section titled “beginScreenOverlay()”beginScreenOverlay(
projection,vpX,vpY,vpW,vpH):void
Parameters
Section titled “Parameters”projection
Section titled “projection”Float32Array
number
number
number
number
Returns
Section titled “Returns”void
captureNextFrame()
Section titled “captureNextFrame()”captureNextFrame():
void
Returns
Section titled “Returns”void
createRenderTarget()
Section titled “createRenderTarget()”createRenderTarget(
width,height,flags?):number
Parameters
Section titled “Parameters”number
height
Section titled “height”number
flags?
Section titled “flags?”number = 1
Returns
Section titled “Returns”number
end():
void
Returns
Section titled “Returns”void
endFrame()
Section titled “endFrame()”endFrame():
void
Closes the frame — after every camera, after the screen post stack, and after the overlay. See RendererBackend.endFrame.
Returns
Section titled “Returns”void
endScreenOverlay()
Section titled “endScreenOverlay()”endScreenOverlay(
target?):void
Parameters
Section titled “Parameters”target?
Section titled “target?”number = 0
Returns
Section titled “Returns”void
flush()
Section titled “flush()”flush():
void
Returns
Section titled “Returns”void
getCapturedData()
Section titled “getCapturedData()”getCapturedData():
FrameCaptureData|null
Returns
Section titled “Returns”FrameCaptureData | null
getSnapshotImageData()
Section titled “getSnapshotImageData()”getSnapshotImageData():
Promise<ImageData|null>
Resolves with the replay snapshot once its async readback lands (see frameCapture).
Returns
Section titled “Returns”Promise<ImageData | null>
getStats()
Section titled “getStats()”getStats():
RenderStats
Returns
Section titled “Returns”getTargetDepthTexture()
Section titled “getTargetDepthTexture()”getTargetDepthTexture(
handle):number
Parameters
Section titled “Parameters”handle
Section titled “handle”number
Returns
Section titled “Returns”number
getTargetTexture()
Section titled “getTargetTexture()”getTargetTexture(
handle):number
Parameters
Section titled “Parameters”handle
Section titled “handle”number
Returns
Section titled “Returns”number
hasCapturedData()
Section titled “hasCapturedData()”hasCapturedData():
boolean
Returns
Section titled “Returns”boolean
hasScreenOverlay()
Section titled “hasScreenOverlay()”hasScreenOverlay():
boolean
Whether the core can draw the frame’s screen overlay.
Returns
Section titled “Returns”boolean
init()
Section titled “init()”init(
width,height):void
Parameters
Section titled “Parameters”number
height
Section titled “height”number
Returns
Section titled “Returns”void
lightStatus()
Section titled “lightStatus()”lightStatus(
entity):LightStatus|null
What the light cap did to entity last frame, or null before any frame has
collected lights.
Read back rather than derived: a reader working out which lights were dropped by taking the tail of a list would be a second cap, agreeing with the frame only until either sorted differently.
Parameters
Section titled “Parameters”entity
Section titled “entity”number
Returns
Section titled “Returns”LightStatus | null
lodInspect()
Section titled “lodInspect()”lodInspect(
view,entity):LodDecision|null
What
Parameters
Section titled “Parameters”number
entity
Section titled “entity”number
Returns
Section titled “Returns”LodDecision | null
view decided about entity’s LOD last time it drew it, or null when
that view has not measured it — off screen, or carrying no LODGroup, which
is not the same as measuring it at level 0.
measureBitmapText()
Section titled “measureBitmapText()”measureBitmapText(
fontHandle,text,fontSize,spacing):object
Parameters
Section titled “Parameters”fontHandle
Section titled “fontHandle”number
string
fontSize
Section titled “fontSize”number
spacing
Section titled “spacing”number
Returns
Section titled “Returns”object
height
Section titled “height”height:
number
width:
number
releaseRenderTarget()
Section titled “releaseRenderTarget()”releaseRenderTarget(
handle):void
Parameters
Section titled “Parameters”handle
Section titled “handle”number
Returns
Section titled “Returns”void
replayToDrawCall()
Section titled “replayToDrawCall()”replayToDrawCall(
drawCallIndex):void
Parameters
Section titled “Parameters”drawCallIndex
Section titled “drawCallIndex”number
Returns
Section titled “Returns”void
resize()
Section titled “resize()”resize(
width,height):void
Parameters
Section titled “Parameters”number
height
Section titled “height”number
Returns
Section titled “Returns”void
setClearColor()
Section titled “setClearColor()”setClearColor(
r,g,b,a):void
Parameters
Section titled “Parameters”number
number
number
number
Returns
Section titled “Returns”void
setCullingMask()
Section titled “setCullingMask()”setCullingMask(
mask):void
Sorting layers (bits 0..31) the NEXT collect draws — Camera.cullingMask.
Set per camera before submitting it; a layer with no bit (outside 0..31) is
drawn by every camera.
Parameters
Section titled “Parameters”number
Returns
Section titled “Returns”void
setDepthLayers()
Section titled “setDepthLayers()”setDepthLayers(
mask):void
Layers (bits 0..31) that resolve their contents by the depth buffer instead
of paint order — the 2.5D opt-in. Opaque draws (blend mode None) in such a
layer write depth and occlude whatever is behind them whatever order they
were drawn in; blended ones test without writing and stay back-to-front. A
layer that also y-sorts keeps y-sorting (see layerOrderOf).
The live twin of the depthLayers app option, so an editor can apply the
project setting to a running view without rebooting the realm.
Parameters
Section titled “Parameters”number
Returns
Section titled “Returns”void
setLodPreview()
Section titled “setLodPreview()”setLodPreview(
view,entity,level):void
Show level for entity in view instead of the level that view chose;
null goes back to choosing.
View state, never component state: a group is authored policy and reads the same everywhere. The choice goes on being made underneath, so leaving a preview obeys the selector again rather than resuming from what was held up.
Parameters
Section titled “Parameters”number
entity
Section titled “entity”number
number | null
Returns
Section titled “Returns”void
setStage()
Section titled “setStage()”setStage(
stage):void
Parameters
Section titled “Parameters”Returns
Section titled “Returns”void
setTextureParams()
Section titled “setTextureParams()”setTextureParams(
textureId,minFilter,magFilter,wrapS,wrapT):void
Parameters
Section titled “Parameters”textureId
Section titled “textureId”number
minFilter
Section titled “minFilter”number
magFilter
Section titled “magFilter”number
number
number
Returns
Section titled “Returns”void
setViewId()
Section titled “setViewId()”setViewId(
view):void
Names the view the NEXT collect looks from — the camera entity, so a level chosen by how big something looks is remembered per camera. Set per camera before submitting it; 0 is the shared default view.
Parameters
Section titled “Parameters”number
Returns
Section titled “Returns”void
setViewport()
Section titled “setViewport()”setViewport(
x,y,w,h):void
Parameters
Section titled “Parameters”number
number
number
number
Returns
Section titled “Returns”void
setYSortLayers()
Section titled “setYSortLayers()”setYSortLayers(
mask):void
Layers (bits 0..31) that sort by world Y within the layer — top-down occlusion.
Parameters
Section titled “Parameters”number
Returns
Section titled “Returns”void
shadowStatus()
Section titled “shadowStatus()”shadowStatus(
entity):ShadowStatus|null
What the shadow atlas gave entity last frame, or null when it asked the
atlas for nothing.
Parameters
Section titled “Parameters”entity
Section titled “entity”number
Returns
Section titled “Returns”ShadowStatus | null
submitAll()
Section titled “submitAll()”submitAll(
registry,vpX,vpY,vpW,vpH):void
Parameters
Section titled “Parameters”registry
Section titled “registry”CppRegistry
number
number
number
number
Returns
Section titled “Returns”void
submitScreenOverlay()
Section titled “submitScreenOverlay()”submitScreenOverlay(
registry):void
Parameters
Section titled “Parameters”registry
Section titled “registry”CppRegistry
Returns
Section titled “Returns”void
updateTransforms()
Section titled “updateTransforms()”updateTransforms(
registry):void
Parameters
Section titled “Parameters”registry
Section titled “registry”CppRegistry
Returns
Section titled “Returns”void