InternalThe View we are currently rendering.
Whether backfaces are currently enabled during the current frame.
Statistic that counts how many times gl.bindTexture() has been called so far within the current frame.
Whether debugging is enabled.
The DrawInspector for logging draw calls.
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. Used to avoid redundant program binds.
The current line width.
The memory configuration for the WebGLRenderer.
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.
TODO
Whether the WebGLRenderer is currently picking invisible objects.
The 4x4 orthographic projection transform matrix the WebGLRenderer is currently using when rendering a ray-pick.
The 4x4 viewing transform matrix the WebGLRenderer 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.
Whether we are currently picking with a ray.
The occlusion rendering texture.
The next available texture unit to bind a texture to.
The Viewer.
The HTML canvas element used for WebGL rendering.
Represents the rendering context`.