AbstractProtected_The clear color of the renderer.
Protected_Protected_This frame's camera near/far and raw projection matrix, stashed here so flushPostProcess()
(called later, from a pass with no camera parameters of its own) can hand them to HBAO for
reconstructing view-space position from the opaque depth buffer. _frameProjMatrix is also
handed to WebGLRenderPass.execute() as an explicit parameter every frame (see below) for
WebGLClusterCullPass, rather than being a public field passes reach for directly.
Protected_Protected_Cached light data to avoid GC pressure.
Protected_Protected_Global quality settings.
ProtecteddefaultProtecteddefaultProtecteddefaultProtecteddefaultProtectedglThe global post processing volume/group.
Abstract ReadonlytypeThe type of the renderer.
Gets the clear color of the renderer.
Gets the global quality settings of the renderer.
AbstractbindAbstractbindAbstractcopyCaptures the opaque depth buffer into a sampleable texture for underwater/refraction effects. No-op on renderers without a compatible depth-capture path (see WebGL1Renderer).
AbstractcopyProtectedcreateDestroys the renderer and releases its resources.
Extracts all lights from the scene for rendering.
The scene to extract lights from.
An object containing all extracted light data.
AbstractflushProtectedinitAbstractinitializeInitializes the renderer.
Optionalattributes: Record<string, unknown>Optionalconfig: EngineOptionsProtected AbstractreleaseReleases the GPU geometry buffer, compiled program, and textures this object was referencing, for whichever of those its refCount drops to zero. Called once per removed object per frame; implemented per-renderer since these caches are renderer-specific (each renderer has its own GL context).
AbstractrenderAbstractresetAbstractsetSets the active render target for off-screen rendering. If null, the renderer targets the screen/post-processing buffer.
The target to render into.
OptionalactiveCubeFace: number
Optional. Which face (0-5) of the RenderTargetCube to render into.
Sets the size of the render viewport.
Base class for all renderer implementations.
Backends are expected to implement defensive rendering strategies to prevent "silent failures":