Interface TextRenderable
interface TextRenderable {
ignoreDepth: boolean;
isTransparent: boolean;
mesh?: Mesh;
opacity: number;
order: number;
position: ObservableVec3;
rotation: EulerProxy;
rotationQuaternion: ObservableQuat;
scaling: ObservableVec3;
bind(engine: EngineContext, target: RenderTargetSignature): DrawBinding;
}
ignoreDepth: boolean;
isTransparent: boolean;
mesh?: Mesh;
opacity: number;
order: number;
position: ObservableVec3;
rotation: EulerProxy;
rotationQuaternion: ObservableQuat;
scaling: ObservableVec3;
bind(engine: EngineContext, target: RenderTargetSignature): DrawBinding;
}
Hierarchy (View Summary)
- Renderable
- TextRenderable
Properties
ignore Depth
ignoreDepth: boolean
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).
opacity
opacity: number
Whole-block opacity in [0,1]. Color is supplied per-glyph by the TextData descriptor.
order
order: number
Sort key for draw order (lower = drawn first). Default: 100 (opaque), 200 (transparent).
Readonlyposition
Readonlyrotation
rotation: EulerProxy
Readonlyrotation Quaternion
Readonlyscaling
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
Scene renderable that draws a
TextDatablock with mesh-like transform controls.