API

Class DepthRenderer

This represents a depth renderer in Babylon. A depth renderer will render to it's depth map every frame which can be displayed or used in post processing

Index
  • Instantiates a depth renderer

    Parameters

    • scene: Scene

      The scene the renderer belongs to

    • type: number = Constants.TEXTURETYPE_FLOAT

      The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)

    • camera: Nullable<Camera> = null

      The camera to be used to render the depth map (default: scene's active camera)

    • storeNonLinearDepth: boolean = false

      Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z

    • samplingMode: number = Texture.TRILINEAR_SAMPLINGMODE

      The sampling mode to be used with the render target (Linear, Nearest...) (default: TRILINEAR_SAMPLINGMODE)

    • storeCameraSpaceZ: boolean = false

      Defines whether the depth stored is the Z coordinate in camera space. If true, storeNonLinearDepth has no effect. (Default: false)

    • Optionalname: string

      Name of the render target (default: DepthRenderer)

    • OptionalexistingRenderTargetTexture: RenderTargetTexture

      An existing render target texture to use (default: undefined). If not provided, a new render target texture will be created.

    Returns DepthRenderer

clearColor: Color4

Color used to clear the depth texture. Default: (1,0,0,1)

enabled: boolean = true

Enable or disable the depth renderer. When disabled, the depth texture is not updated

forceDepthWriteTransparentMeshes: boolean = false

Force writing the transparent objects into the depth map

isPacked: boolean

Get if the depth renderer is using packed depth or not

reverseCulling: boolean = false

If true, reverse the culling of materials before writing to the depth texture. So, basically, when "true", back facing instead of front facing faces are rasterized into the texture

useOnlyInActiveCamera: boolean = false

Specifies that the depth renderer will only be used within the camera it is created for. This can help forcing its rendering during the camera processing.

ForceGLSL: boolean = false

Force all the depth renderer to compile to glsl even on WebGPU engines. False by default. This is mostly meant for backward compatibility.

  • Creates the depth rendering effect and checks if the effect is ready.

    Parameters

    • subMesh: SubMesh

      The submesh to be used to render the depth map of

    • useInstances: boolean

      If multiple world instances should be used

    Returns boolean

    if the depth renderer is ready to render the depth map