API / geotoolkit3d / postprocessing / DepthPeelingPass / DepthPeelingPass
postprocessing.DepthPeelingPass.DepthPeelingPass
A render pass class that can be used as the first pass in the rendering pipeline.<br> This class is able to render a scene with correct transparency, To be precise, depth peeling offer correct transparency at the fragment level, up to a certain number of consecutive transparency on each fragment. For example, depth peeling with N passes will allow up to N transparent fragment to render and blend properly on the same pixel element.<br>
Additionally, this render pass allow Super-Resolution Anti-Aliasing.<br> This antialiasing solution produce a good result for a decent performance cost.<br> It works by rendering the entire image at x2 scale (both horizontally and vertically) then scale down the result to fit in the desired plot view.<br> The benefit of this technique is it's simplicity, and compatibility with DepthPeeling rendering.
This render pass require WebGL2, a version check is included in the shader code below.
Deprecated
since 4.1, this class is not meant to be public.
↳
DepthPeelingPass
Constructors
- [new DepthPeelingPass(options)](/solutions/geotoolkit/GeoToolkit_JS/apis/classes/geotoolkit3d.postprocessing.depthpeelingpass.depthpeelingpass.md#new depthpeelingpass(options))
Methods
▸ dispose(): void
Dispose resources in this pass
void
▸ getClassName(): string
string
▸ getOptions(): Required<Omit<Options, "clearcolor" | "clearcoloralpha">>
Get the DepthPeelingPass options
Required<Omit<Options, "clearcolor" | "clearcoloralpha">>
▸ getType(): string
Get the type of the class
Deprecated
since 4.1. Use getClassName() instead.
string
▸ isDisposed(): boolean
Return whether this pass has been disposed or not.
boolean
▸ isEnabled(): boolean
Return true if this pass is enabled.
boolean
▸ render(renderer, writeBuffer?, readBuffer?, deltaTime?, maskActive?): void
This render function will be called every time in animation loop.
| Name | Type | Description |
|---|---|---|
renderer | WebGLRenderer | the WebGLRenderer |
Optional writeBuffer | WebGLRenderTarget<Texture> | the WebGL render target to write |
Optional readBuffer | WebGLRenderTarget<Texture> | the WebGL render target to read |
Optional deltaTime | number | delta time |
Optional maskActive | boolean | the flag for stencil buffer in renderer |
void
▸ setOptions(options?): DepthPeelingPass
Set the DepthPeelingPass options.
| Name | Type |
|---|---|
Optional options | OptionsBase |
▸ setSize(width, height): DepthPeelingPass
Set size for render target
| Name | Type |
|---|---|
width | number |
height | number |
▸ Static getClassName(): string
string