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CullerRenderer

A base renderer to determine visibility on screen.

Extended by

Implements

  • Configurable<CullerRendererConfigManager, CullerRendererConfig>

Properties

buffer

buffer: Uint8Array

The buffer when the result of the visibility check is stored.


bufferSize

bufferSize: number = 1

The size of the buffer where the result of the visibility check is stored.


components

components: Components

The components instance to which this renderer belongs.


config

config: CullerRendererConfigManager

Configurable.config

Implementation of

Configurable . config


enabled

enabled: boolean = true

Whether this renderer is active or not. If not, it won't render anything.


isSetup

isSetup: boolean = false

Configurable.isSetup

Implementation of

Configurable . isSetup


needsUpdate

needsUpdate: boolean = false

Needs to check whether there are objects that need to be hidden or shown. You can bind this to the camera movement, to a certain interval, etc.


onDisposed

readonly onDisposed: Event<string>

Disposable.onDisposed


onSetup

readonly onSetup: Event<unknown>

Configurable.onSetup

Implementation of

Configurable . onSetup


onViewUpdated

readonly onViewUpdated: Event<any> | AsyncEvent<any>

Fires after making the visibility check to the meshes. It lists the meshes that are currently visible, and the ones that were visible just before but not anymore.


preventUpdate

preventUpdate: boolean = false

Flag to indicate if the renderer shouldn't update the visibility.


renderTarget

renderTarget: WebGLRenderTarget<Texture>

The render target used to render the visibility scene.


renderer

readonly renderer: WebGLRenderer

The THREE.js renderer used to make the visibility test.


world

readonly world: World

The world instance to which this renderer belongs.

Methods

dispose()

dispose(): void

Disposable.dispose

Returns

void


updateVisibility()

updateVisibility(force?): Promise<void>

The function that the culler uses to reprocess the scene. Generally it's better to call needsUpdate, but you can also call this to force it.

Parameters

ParameterTypeDescription
force?booleanif true, it will refresh the scene even if needsUpdate is
not true.

Returns

Promise<void>