Interface Renderable
interface Renderable {
isTransparent: boolean;
mesh?: Mesh;
order: number;
bind(engine: EngineContext, target: RenderTargetSignature): DrawBinding;
}
isTransparent: boolean;
mesh?: Mesh;
order: number;
bind(engine: EngineContext, target: RenderTargetSignature): DrawBinding;
}
Hierarchy (View Summary)
- Renderable
Properties
Readonlyis Transparent
isTransparent: boolean
Whether this renderable is transparent (auto-derived from material).
Optional Readonlymesh
Reference to the source mesh (for distance sort + material-change detection).
Readonlyorder
order: number
Sort key for draw order (lower = drawn first). Default: 100 (opaque), 200 (transparent).
Methods
bind
-
Resolve target-specific GPU state (pipeline) and return a
DrawBindingwhosedrawclosure captures that state. Called by the render pass task at build/insert time. The scene bind group (group 0) is set once per pass by the task — renderables never see it. Renderables that need to participate in multiple passes with different target formats should pick the appropriate pipeline based ontarget.Parameters
- engine: EngineContext
- target: RenderTargetSignature
Returns DrawBinding
Something that draws itself into a render pass. The bind() method returns a DrawBinding capturing target-specific GPU state and the per-frame draw closure.