InternalInitializes the draw operationa with the given rendering context and GPU memory reader interface.
The rendering context used for WebGL operations.
Reads GPU memory - provides data textures.
ReadonlygpuInterface for reading GPU-resident data via data textures.
Draw operations indexed first by primitive type, then by render pass.
Each entry is a DrawOp, which applies a DrawTechnique within a specific render pass.
Completes the deferred shader build: reads back the program compile/link status (the blocking compile-wait) and caches uniform/attribute locations.
Idempotent — a no-op once the batch has been finalized. Must be called before any technique is used to draw, pick, or snap; the render, pick, and snap entry points call it. By the time the first frame reaches here the driver has typically finished compiling in the background, so the wait is short or zero.
SDKResult carrying any shader compile/link error surfaced by the deferred status read-back.
Initializes all draw techniques and builds the primitive/render-pass map.
This method:
Result indicating success or failure. Errors are emitted via WebGLRendererEvents.onError.
Notifies all draw techniques that the WebGL context has been restored.
This allows techniques to recreate GPU resources after context loss.
Result indicating success or failure.
Owns and manages all DrawTechnique instances required to render every supported primitive type across all render passes.
Structure
Each leaf entry is a DrawOp, which binds a DrawTechnique to a specific render pass.
Usage
To render a batch of geometry, callers retrieve the appropriate DrawOp and invoke it:
or, to draw a single mesh:
Lifecycle