Class SceneTechniqueAbstract

A rendering-style declaration on a !scene.SceneModel | SceneModel — the non-default draw path a !scene.SceneMesh | SceneMesh runs through, as distinct from the BRDF / shading model a !scene.SceneMaterial | SceneMaterial carries.

  • !scene.SceneMaterial | SceneMaterial answers: what does the surface look like? (colour, roughness, metallic, normal map, opacity, textures.)
  • SceneTechnique answers: how is it drawn? (which shader family runs, which extra passes participate, what style-specific knobs apply.)

The two are orthogonal — a SceneMesh may carry neither, either, or both. The most common pairing is a colour SceneMaterial together with a style SceneTechnique (e.g. "blueprint blue" + "thick lines, 3 px"); standard PBR meshes carry only a material.

Hierarchy (View Summary)

Properties

destroyed: boolean = false

True if this SceneTechnique has been destroyed.

id: string

ID, unique within the parent !scene.SceneModel | SceneModel's techniques registry.

Whether this technique replaces the default draw path or adds an extra pass on top of it. See SceneTechniqueMode.

model: SceneModel

The SceneModel that owns this technique.

numMeshes: number = 0

The count of SceneMeshes that reference this SceneTechnique. Maintained by SceneModel.createMesh / SceneModel._destroyMesh. Used by destroy to refuse destruction while at least one mesh still references the technique (same guard as SceneMaterial.destroy).

type: string

Discriminator string identifying the technique family. The renderer's variant selection maps this to a DrawTechnique.

uniqueId: string

Globally-unique ID — the concatenation of the parent SceneModel's id and this technique's id, separated by "__". Mirrors the same convention used by SceneGeometry, SceneMaterial, etc.

Methods