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)
Accessors
maintain State Between Frames
Gets or sets a boolean indicating that the manager will not reset between frames. This means that if a mesh becomes invisible or transparent it will not be visible until this boolean is set to false again. By default, the rendering manager will dispatch all active meshes per frame (moving them to the transparent, opaque or alpha testing lists). By turning this property on, you will accelerate the rendering by keeping all these lists unchanged between frames.
Returns boolean
Gets or sets a boolean indicating that the manager will not reset between frames. This means that if a mesh becomes invisible or transparent it will not be visible until this boolean is set to false again. By default, the rendering manager will dispatch all active meshes per frame (moving them to the transparent, opaque or alpha testing lists). By turning this property on, you will accelerate the rendering by keeping all these lists unchanged between frames.
Parameters
value: boolean
Returns void
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
get Rendering GroupSearch playground for getRenderingGroup
Parameters
id: number
Returns RenderingGroup
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 rendering group to prepare the meshes. This allowed control for front to back rendering or reversely 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.
Optional alphaTestSortCompareFn: Nullable<((a: SubMesh, b: SubMesh) => number)>
The alpha test queue comparison function use to sort.
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