Class GaussianPointSplattingBlitMaterial
Hierarchy (View Summary)
- WebXRSpatialLayerType
- GaussianPointSplattingBlitMaterial
Index
Constructors
constructor
-
new GaussianPointSplattingBlitMaterial(
name: string,
scene: Scene,
): GaussianPointSplattingBlitMaterialCreates a new blit material.
Parameters
- name: string
material name
- scene: Scene
hosting scene
Returns GaussianPointSplattingBlitMaterial
- name: string
Methods
set Accum Buffer
-
Binds the resolved accumulation buffer (premultiplied color + coverage) to sample from.
Parameters
- buffer: StorageBuffer
the renderer's accumulation buffer
Returns void
- buffer: StorageBuffer
set Accum Depth Buffer
-
Binds the resolved per-pixel surface depth buffer used for fragDepth compositing.
Parameters
- buffer: StorageBuffer
the renderer's accumulation depth buffer
Returns void
- buffer: StorageBuffer
set Inverse Projection
-
Sets the inverse full projection to recover clip-space w for logarithmic depth.
Parameters
- inverseProjection: Matrix
inverse camera projection matrix
Returns void
- inverseProjection: Matrix
set Logarithmic Depth Constant
-
Sets the logarithmic depth constant (2 / log2(camera.maxZ + 1)) so the composite depth-tests against scenes rendered with logarithmic depth. 0 keeps the regular NDC depth.
Parameters
- constant: number
the logarithmic depth constant, or 0 to disable
Returns void
- constant: number
set Projection Z
-
Sets the active camera's projection matrix z-row, used to recover clip-space w for logarithmic depth.
Parameters
- m10: number
projection matrix element [10]
- m11: number
projection matrix element [11]
- m14: number
projection matrix element [14]
- m15: number
projection matrix element [15]
Returns void
- m10: number
set Resolution
-
Sets the render resolution used to index the accumulation buffer.
Parameters
- width: number
render width in pixels
- height: number
render height in pixels
Returns void
- width: number
Composites the resolved Gaussian Point Splatting color over the scene with a fullscreen triangle. The result depth-tests against the scene without writing depth. WebGPU only.