API

Class RenderingManager

This is the manager responsible of all the rendering for meshes sprites and particles. It is enable to manage the different groups as well as the different necessary sort functions. This should not be used directly aside of the few static configurations

Index
AUTOCLEAR: boolean = true

Used to globally prevent autoclearing scenes.

MAX_RENDERINGGROUPS: number = 4

The max id used for rendering groups (not included)

MIN_RENDERINGGROUPS: number = 0

The min id used for rendering groups (included)

  • get maintainStateBetweenFrames(): boolean

    Gets or sets a boolean indicating that the manager will not reset between frames. This means that if a mesh becomes invisible or transparent it will not be visible until this boolean is set to false again. By default, the rendering manager will dispatch all active meshes per frame (moving them to the transparent, opaque or alpha testing lists). By turning this property on, you will accelerate the rendering by keeping all these lists unchanged between frames.

    Returns boolean

  • set maintainStateBetweenFrames(value: boolean): void

    Parameters

    • value: boolean

    Returns void

  • Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.

    Parameters

    • renderingGroupId: number

      The rendering group id corresponding to its index

    • autoClearDepthStencil: boolean

      Automatically clears depth and stencil between groups if true.

    • depth: boolean = true

      Automatically clears depth between groups if true and autoClear is true.

    • stencil: boolean = true

      Automatically clears stencil between groups if true and autoClear is true.

    Returns void

  • Overrides the default sort function applied in the rendering group to prepare the meshes. This allowed control for front to back rendering or reversely depending of the special needs.

    Parameters

    • renderingGroupId: number

      The rendering group id corresponding to its index

    • opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null

      The opaque queue comparison function use to sort.

    • alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null

      The alpha test queue comparison function use to sort.

    • transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number> = null

      The transparent queue comparison function use to sort.

    Returns void