Creates a new PassBase object.
Indicates whether the screen projection should be calculated by forcing a separate scene matrix and view-projection matrix. This is used to prevent rounding errors when using multiple passes with different projection code.
Indicates whether the screen projection should be calculated by forcing a separate scene matrix and view-projection matrix. This is used to prevent rounding errors when using multiple passes with different projection code.
Indicates whether the output alpha value should remain unchanged compared to the material's original alpha.
Indicates whether the output alpha value should remain unchanged compared to the material's original alpha.
Sets the render state for the pass that is independent of the rendered object. This needs to be called before calling pass. Before activating a pass, the previously used pass needs to be deactivated.
Clears the render state for the pass. This needs to be called before activating another pass.
Renders the current pass. Before calling pass, activatePass needs to be called with the same index.
The IRenderable object to draw.
Add an event listener
Dispatch an event
Cleans up any resources used by the current object.
check if an object has an event listener assigned to it
Marks the shader program as invalid, so it will be recompiled before the next render.
Remove an event listener
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PassBase provides an abstract base class for material shader passes. A material pass constitutes at least a render call per required renderable.