bind method
Binds this material's render-pass state, uniforms, and textures.
The base implementation enables back-face culling with
counter-clockwise winding (matching the glTF convention). Subclasses
must call super.bind and then bind any per-material uniforms and
textures expected by their fragment shader. lighting carries the
IBL EnvironmentMap (and its intensity) plus the analytic lights and
shadow resources that materials shade against.
Implementation
void bind(
gpu.RenderPass pass,
gpu.HostBuffer transientsBuffer,
Lighting lighting,
) {
pass.setCullMode(doubleSided ? gpu.CullMode.none : gpu.CullMode.backFace);
pass.setWindingOrder(gpu.WindingOrder.counterClockwise);
}