A draw operation (DrawOp) binds one or more DrawTechniques to a specific render pass.

DrawOp is intentionally lightweight: it contains no rendering logic of its own — it just routes a MeshBatch to the right technique variant and forwards the draw call.

Variant axes (per-batch flags consulted by _select):

  • hasNormals — batch carries per-vertex normals
  • hasUVs — batch carries per-vertex UV coordinates

Lambert colour ops typically supply 4 variants. Edge, silhouette, pick, shadow-depth and snap ops only need the flat/no-UVs default and ignore both flags.

Constructors

Properties

renderPass: number

The render pass in which this draw operation is executed.

technique: DrawTechnique

The default (flat-shaded, no-UVs) draw technique. Always present; used as the fallback when no closer variant is supplied.

techniqueWithNormals: DrawTechnique

Smooth-shaded, no-UVs variant.

techniqueWithNormalsAndTriplanar: DrawTechnique

Smooth-shaded triplanar variant.

techniqueWithNormalsAndUVs: DrawTechnique

Smooth-shaded, with-UVs variant.

techniqueWithTriplanar: DrawTechnique

Flat-shaded triplanar variant (no per-vertex normals).

techniqueWithUVs: DrawTechnique

Flat-shaded, with-UVs variant.

Methods