bind method

void bind(
  1. RenderPass pass,
  2. TransientWriter transientsBuffer,
  3. Lighting lighting
)

Binds this material's render-pass state, uniforms, and textures.

The base implementation enables back-face culling with clockwise winding on the Y-down rasterizer (accepting model-space CCW front faces). 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,
  TransientWriter transientsBuffer,
  Lighting lighting,
) {
  pass.setCullMode(renderCullMode);
  pass.setWindingOrder(gpu.WindingOrder.clockwise);
}