Interface GeometryRendererTaskConfig
camera?: Camera | null;
depthTexture?: RenderTarget | null;
meshes?: readonly Mesh[];
name?: string;
reverseCulling?: boolean;
samples?: 1 | 4;
size?:
| SurfaceContext
| RenderTargetSurfaceSize
| { height: number; width: number };
targetTexture?: RenderTarget;
targetTextureClearColor?: GPUColor;
textureDescriptions: readonly GeometryRendererTextureDescription[];
}
Properties
Optionalcamera
Per-pass camera override. Defaults to scene.camera.
Optionaldepth Texture
Externally-owned depth attachment. When omitted, the task creates its
own depth32float depth texture sized to match the color attachments.
Optionalmeshes
Caster meshes. When omitted, defaults to scene.meshes.
Optionalname
Optionalreverse Culling
Flip culling direction. Default false.
Optionalsamples
MSAA sample count. Defaults to 1.
Optionalsize
Render-target size. Defaults to the scene's surface; accepts live
{ surface, scale } dimensions as well as full surfaces and pixels.
Optionaltarget Texture
Optional color render-target that receives the real (lit) material
color, written as an additional color attachment alongside the geometry
data attachments. Must have the same sampleCount and resolved
pixel size as the geometry MRT (size: <surface> with samples matching).
When omitted, no real-color attachment is added to the pass.
The target attachment uses loadOp: "load" (matches BJS), so the
caller must initialize the target's contents (e.g. via a clear pass)
before the geometry task runs — unless targetTextureClearColor
is provided.
Optionaltarget Texture Clear Color
When set together with targetTexture, the target attachment
uses loadOp: "clear" with this color at the start of the geometry
pass. Convenient for demo / standalone use where no prior task has
initialized the target's contents.
Readonlytexture Descriptions
Ordered list of MRT attachments (1..8). The array index becomes the
fragment shader's @location(i) and the render-pass color attachment slot.
Configuration for a geometry-renderer frame-graph task. Describes the meshes, camera, target size, geometry texture attachments, and optional real-color output target used by the MRT pass.