手册
- 起步
- 进阶
- 构建工具
参考
- 动画
- 动画 / 轨道
- 音频
- 摄像机
- 常量
- 核心
- 核心 / BufferAttributes
- 附件
- 附件 / 核心
- 附件 / 曲线
- 附件 / 物体
- 几何体
- 立方缓冲几何体(BoxGeometry)
- 圆形缓冲几何体(CircleGeometry)
- 圆锥缓冲几何体(ConeGeometry)
- 圆柱缓冲几何体(CylinderGeometry)
- 十二面缓冲几何体(DodecahedronGeometry)
- 边缘几何体(EdgesGeometry)
- 挤压缓冲几何体(ExtrudeGeometry)
- 二十面缓冲几何体(IcosahedronGeometry)
- 车削缓冲几何体(LatheGeometry)
- 八面缓冲几何体(OctahedronGeometry)
- 参数化缓冲几何体(ParametricGeometry)
- 平面缓冲几何体(PlaneGeometry)
- 多面缓冲几何体(PolyhedronGeometry)
- 圆环缓冲几何体(RingGeometry)
- 形状缓冲几何体(ShapeGeometry)
- 球缓冲几何体(SphereGeometry)
- 四面缓冲几何体(TetrahedronGeometry)
- 文本缓冲几何体(TextGeometry)
- 圆环缓冲几何体(TorusGeometry)
- 圆环缓冲扭结几何体(TorusKnotGeometry)
- 管道缓冲几何体(TubeGeometry)
- 网格几何体(WireframeGeometry)
- 辅助对象
- 灯光
- 灯光 / 阴影
- 加载器
- 加载器 / 管理器
- 材质
- 基础线条材质(LineBasicMaterial)
- 虚线材质(LineDashedMaterial)
- 材质(Material)
- 基础网格材质(MeshBasicMaterial)
- 深度网格材质(MeshDepthMaterial)
- MeshDistanceMaterial
- Lambert网格材质(MeshLambertMaterial)
- MeshMatcapMaterial
- 法线网格材质(MeshNormalMaterial)
- Phong网格材质(MeshPhongMaterial)
- 物理网格材质(MeshPhysicalMaterial)
- 标准网格材质(MeshStandardMaterial)
- MeshToonMaterial
- 点材质(PointsMaterial)
- 原始着色器材质(RawShaderMaterial)
- 着色器材质(ShaderMaterial)
- 阴影材质(ShadowMaterial)
- 点精灵材质(SpriteMaterial)
- 数学库
- 数学库 / 插值
- 物体
- 渲染器
- 渲染器 / 着色器
- 渲染器 / WebXR
- 场景
- 纹理贴图
示例
- 动画
- 控制
- 几何体
- 辅助对象
- 灯光
- 加载器
- 物体
- 后期处理
- 导出器
- 数学库
- QuickHull
- 渲染器
- 实用工具
开发者参考
- 差异化支持
- WebGL 渲染器
即时渲染对象(ImmediateRenderObject)
This experimental class provides a fast code path for rendering meshes with frequently updated geometry data. When the renderer encounters an instance of ImmediateRenderObject, it only takes care about the most primitive rendering operations (e.g. binding vertex attributes, determining correct shader program or perfoming the actual draw call). Features like view frustum culling, wireframe rendering or using multiple materials are not supported. Besides ImmediateRenderObject can only be used to render triangles.
ImmediateRenderObject does not work with instances of BufferGeometry. The raw geometry data have to be maintained as properties of the ImmediateRenderObject.
Using ImmediateRenderObject makes only sense if you are updating your geometry data per frame. You can then benefit of a faster code path compared to the default mesh redering logic.
例子
构造函数(Constructor)
ImmediateRenderObject( material : Material )
material — The material of the ImmediateRenderObject.
Properties
See the base Object3D class for common properties.
.material : Boolean
The material of the ImmediateRenderObject. Assigning multiple materials is not supported.
.hasPositions : Boolean
Whether position data are defined or not. Default is false.
.hasNormals : Boolean
Whether normal data are defined or not. Default is false.
.hasColors : Boolean
Whether color data are defined or not. Default is false.
.hasUvs : Boolean
Whether texture coordinates are defined or not. Default is false.
.positionArray : Float32Array
The buffer holding position data. Default is null.
.normalArray : Float32Array
The buffer holding normal data. Default is null.
.colorArray : Float32Array
The buffer holding color data. Default is null.
.uvArray : Float32Array
The buffer holding texture coordinates. Default is null.
.count : Integer
The number of primitives to be rendered. Default is 0. This property will be set to 0 after each rendering so you usually set it in the implementatio of .render().
方法(Methods)
See the base Object3D class for common methods.
.render (renderCallback : Function) : null
renderCallback -- A function to render the generated geometry data.
This method needs to be implemented by the deriving class of ImmediateRenderObject. You normally want to implement the vertex buffer update logic and execute renderCallback at the end of your implementation.
源码(Source)
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