API

Function rebuildScenePbrPipelines

  • Rebuild the PBR material group(s) of a scene in place, recompiling their pipelines.

    Needed after a scene-wide COMPILE-TIME PBR shader feature changes — tone mapping being the first case. rebuildMaterial cannot do this: it reuses the per-scene composer closure captured at build time (which already baked in the tone-mapping decision), so it only rebuilds bind groups/pipelines from the SAME shader source. This re-runs the group builder from scratch, so the scene-wide feature scan and WGSL composition run again with the current imageProcessing configuration.

    Scoped to the PBR family (the only family whose shaders bake image-processing state). PBR group builders return no scene-UBO updater, so none is re-registered here; if this is ever generalized to families that own an updater, updater replacement must be added.

    No-op before the scene's initial build has run (nothing to rebuild yet).

    Parameters

    • scene: SceneContext

      The scene whose PBR pipelines should be rebuilt.

    • force: boolean = false

    Returns Promise<void>