Internal
Statistic that counts how many times gl.bindTexture()
has been called so far within the current frame.
The vertex winding order for what we currently consider to be a backface during current frame: true == "cw", false == "ccw".
The WebGL rendering context.
ID of the last WebGLProgram that was bound during the current frame.
The current line width.
Whether to render a quality representation for triangle surfaces.
When false
, we'll render them with a fast vertex-shaded Gouraud-shaded representation, which
is great for zillions of objects.
When true
, we'll render them at a better visual quality, using smooth, per-fragment shading
and a more realistic lighting model.
Whether or not the renderers is currently picking invisible objects.
The 4x4 orthographic projection transform matrix the renderers is currently using when rendering a ray-pick.
The 4x4 viewing transform matrix the renderers is currently using when rendering a ray-pick.
This sets the viewpoint to look along the ray, when picking with a ray.
Distance to the far clipping plane when rendering depth fragments for GPU-accelerated 3D picking.
Distance to the near clipping plane when rendering depth fragments for GPU-accelerated 3D picking.
Indicates which pass the renderers is currently rendering.
The occlusion rendering texture.
The 4x4 viewing projection matrix the renderers is currently using when rendering shadows.
The 4x4 viewing transform matrix the renderers is currently using when rendering castsShadows.
This sets the viewpoint to look from the point of view of each !DirLight | DirLight or !PointLight|PointLight that casts a shadow.
The next available texture unit to bind a texture to.
The View we are rendering.
The Viewer.
Whether backfaces are currently enabled during the current frame.