render method
dynamic
render(
- dynamic deltaTime
Implementation
render(deltaTime) {
// deltaTime value is in seconds
if (deltaTime == null) {
deltaTime = this.clock.getDelta();
}
var currentRenderTarget = this.renderer.getRenderTarget();
var maskActive = false;
var pass, i, il = this.passes.length;
for (i = 0; i < il; i++) {
pass = this.passes[i];
if (pass.enabled == false) continue;
pass.renderToScreen = (this.renderToScreen && this.isLastEnabledPass(i));
pass.render(this.renderer, this.writeBuffer, this.readBuffer,
deltaTime: deltaTime, maskActive: maskActive);
if (pass.needsSwap) {
if (maskActive) {
var context = this.renderer.getContext();
var stencil = this.renderer.state.buffers["stencil"];
//context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );
stencil.setFunc(context.NOTEQUAL, 1, 0xffffffff);
this.copyPass.render(this.renderer, this.writeBuffer, this.readBuffer,
deltaTime: deltaTime);
//context.stencilFunc( context.EQUAL, 1, 0xffffffff );
stencil.setFunc(context.EQUAL, 1, 0xffffffff);
}
this.swapBuffers();
}
if (MaskPass != null) {
if (pass.runtimeType.toString() == "MaskPass") {
maskActive = true;
} else if (pass.runtimeType.toString() == "ClearMaskPass") {
maskActive = false;
}
}
}
this.renderer.setRenderTarget(currentRenderTarget);
}