Interface RenderTask
enabled?: boolean;
engine: EngineContext;
executionEnabled?: boolean;
name: string;
scene: SceneContext;
dispose(): void;
execute?(): number;
record(): void;
}
Hierarchy (View Summary)
- Task
- RenderTask
Properties
Optionalenabled
App-driven execute gate, default true. When false the pass is skipped entirely — no
attachment load, no MSAA resolve, no draws. The owner that KNOWS the task's content toggles
this (e.g. when its last mesh hides); the engine never scans bindings to decide. Disabling a
task that owns its target leaves the target's previous content stale — meant for overlay
tasks (sharedRt/clr: false), where skipping is a semantic no-op.
Readonlyengine
Engine captured at task creation.
Optionalexecution Enabled
Runtime frame-graph execution gate, default true. When false, the frame graph keeps the task recorded
and its resources alive but skips every pass or built-in execute() call for that frame. This is
independent from any task-specific enabled state whose disabled transition may still execute work.
Readonlyname
Readonlyscene
Render tasks are scene-bound because they consume scene camera, lights, and renderables.
A frame-graph task that records a single
RenderPass, binds the scene'sRenderTarget, and draws renderables into it.