Interface SceneOptions
defaultCameraLayerMask?: number;
defaultRenderableLayerMask?: number;
useClonedMeshMap?: boolean;
useFloatingOrigin?: boolean;
useGeometryUniqueIdsMap?: boolean;
useMaterialMeshMap?: boolean;
virtual?: boolean;
}
Properties
Optionaldefault Camera Layer Mask
Defines the default layerMask used when creating cameras in the scene (default: 0x0fffffff)
Optionaldefault Renderable Layer Mask
Defines the default layerMask used when creating renderable objects in the scene (default: 0x0fffffff)
Optionaluse Cloned Mesh Map
Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast disposing It will improve performance when the number of mesh becomes important, but might consume a bit more memory
Optionaluse Floating Origin
When enabled, the scene can handle large world coordinate rendering without jittering caused by floating point imprecision on the GPU. This mode offsets matrices and position-related attribute values before passing to shaders, centering camera at origin and offsetting other scene objects by camera active position.
IMPORTANT: Only use this scene-level option if you intend to enable floating origin on a per-scene basis. Must use in conjunction with engine creation option 'useHighPrecisionMatrix' to fix CPU-side floating point imprecision. HOWEVER if you want largeWorldRendering on ALL scenes, set the useLargeWorldRendering flag on the engine instead of this scene-level flag. Doing so will automatically set useHighPrecisionMatrix on the engine as well.
Optionaluse Geometry Unique Ids Map
Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId It will improve performance when the number of geometries becomes important.
Optionaluse Material Mesh Map
Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast disposing It will improve performance when the number of mesh becomes important, but might consume a bit more memory
Optionalvirtual
Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene)
Interface defining initialization parameters for Scene class