What the renderer lends a contributor or a node.
One method, and that is the whole of it now. It used to carry two more —
the shader bundle and a uniform-block writer — and both were really
questions for the backend: a bundle is where a ShaderHandle comes from,
and how a uniform block reaches the GPU is a lifetime rule of one API. They
live on GraphicsDevice and CommandEncoder respectively, so what is left
here is the one thing only the renderer can answer.
An interface rather than the Renderer class so a plugin cannot reach past what it was offered, and so a test can drive one without a GPU context.
- Implementers
Properties
- hashCode → int
-
The hash code for this object.
no setterinherited
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
Methods
-
drawFullscreen(
FullscreenDraw draw) → void -
Draws one full-screen pass, described by
draw. -
encodeScene(
{required NodeFrame frame, required PassEncoder encoder, required Scene scene, required Matrix4 viewProjection, required Vector3 cameraPosition, int casterIndex = -1}) → void -
Draws every visible mesh of
sceneinto an open pass, as the renderer draws the world. -
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited