Class RenderingManager
Hierarchy
- RenderingManager
Index
Constructors
constructor
-
Instantiates a new rendering group for a particular scene
Parameters
-
scene: Scene
Defines the scene the groups belongs to
Returns RenderingManager
-
Properties
Static AUTOCLEARSearch playground for AUTOCLEAR
Used to globally prevent autoclearing scenes.
Static MAX_ RENDERINGGROUPSSearch playground for MAX_RENDERINGGROUPS
The max id used for rendering groups (not included)
Static MIN_ RENDERINGGROUPSSearch playground for MIN_RENDERINGGROUPS
The min id used for rendering groups (included)
Methods
dispatchSearch playground for dispatch
-
Add a submesh to the manager in order to render it this frame
Parameters
-
subMesh: SubMesh
The submesh to dispatch
-
Optional mesh: AbstractMesh
Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
-
Optional material: Nullable<Material>
Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
Returns void
-
dispatch ParticlesSearch playground for dispatchParticles
-
Add a particle system to the rendering manager in order to render it this frame.
Parameters
-
particleSystem: IParticleSystem
Define the particle system to render
Returns void
-
dispatch SpritesSearch playground for dispatchSprites
-
Add a sprite manager to the rendering manager in order to render it this frame.
Parameters
-
spriteManager: ISpriteManager
Define the sprite manager to render
Returns void
-
free Rendering GroupsSearch playground for freeRenderingGroups
-
Clear the info related to rendering groups preventing retention points during dispose.
Returns void
get Auto Clear Depth Stencil SetupSearch playground for getAutoClearDepthStencilSetup
-
Gets the current auto clear configuration for one rendering group of the rendering manager.
Parameters
-
index: number
the rendering group index to get the information for
Returns IRenderingManagerAutoClearSetup
The auto clear setup for the requested rendering group
-
set Rendering Auto Clear Depth StencilSearch playground for setRenderingAutoClearDepthStencil
-
Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
Parameters
-
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.
-
Optional stencil: boolean
Automatically clears stencil between groups if true and autoClear is true.
Returns void
-
set Rendering OrderSearch playground for setRenderingOrder
-
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.
Parameters
-
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.
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Optional alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>
The alpha test queue comparison function use to sort.
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Optional transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>
The transparent queue comparison function use to sort.
Returns void
-
This is the manager responsible of all the rendering for meshes sprites and particles. It is enable to manage the different groups as well as the different necessary sort functions. This should not be used directly aside of the few static configurations