Class DepthRenderer
Hierarchy
- DepthRenderer
Index
Constructors
constructor
Instantiates a depth renderer
Parameters
scene: Scene
The scene the renderer belongs to
Optional type: number
The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
Optional camera: Nullable<Camera>
The camera to be used to render the depth map (default: scene's active camera)
Optional storeNonLinearDepth: boolean
Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
Optional samplingMode: number
The sampling mode to be used with the render target (Linear, Nearest...)
Returns DepthRenderer
Properties
enabledSearch playground for enabled
Enable or disable the depth renderer. When disabled, the depth texture is not updated
force Depth Write Transparent MeshesSearch playground for forceDepthWriteTransparentMeshes
Force writing the transparent objects into the depth map
Readonly is PackedSearch playground for isPacked
Get if the depth renderer is using packed depth or not
use Only In Active CameraSearch playground for useOnlyInActiveCamera
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.
Methods
disposeSearch playground for dispose
Disposes of the depth renderer.
Returns void
get Depth MapSearch playground for getDepthMap
Gets the texture which the depth map will be written to.
Returns RenderTargetTexture
The depth map texture
is ReadySearch playground for isReady
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
set Material For RenderingSearch playground for setMaterialForRendering
Sets a specific material to be used to render a mesh/a list of meshes by the depth renderer
Parameters
mesh: AbstractMesh | AbstractMesh[]
mesh or array of meshes
Optional material: Material
material to use by the depth render when rendering the mesh(es). If undefined is passed, the specific material created by the depth renderer will be used.
Returns void
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