Collection of draw operations for all render passes, for a specific primitive type.

Each property represents a DrawOp used to render the given primitive type within a particular pass, such as opaque, transparent, highlighted, selected, x-rayed, edge rendering, and picking.

interface RenderPassDrawOps {
    flatColor?: DrawOp;
    flatColorTransparent?: DrawOp;
    highlighted?: DrawOp;
    highlightedEdges?: DrawOp;
    opaque?: DrawOp;
    opaqueEdges?: DrawOp;
    opaqueSAO?: DrawOp;
    opaqueSAOShadow?: DrawOp;
    opaqueShadow?: DrawOp;
    pick?: DrawOp;
    pickDepth?: DrawOp;
    selected?: DrawOp;
    selectedEdges?: DrawOp;
    shadowDepth?: DrawOp;
    snapEdge?: DrawOp;
    snapInit?: DrawOp;
    snapVertex?: DrawOp;
    stencilMask?: DrawOp;
    transparent?: DrawOp;
    transparentEdges?: DrawOp;
    xrayed?: DrawOp;
    xrayedEdges?: DrawOp;
}

Properties

flatColor?: DrawOp

Unlit pure-colour opaque draw operation. The fragment colour comes straight from the mesh's stored colour — no Lambert / PBR, no SAO, no shadow. Used by the renderer's overlay-bin pass so gizmo handles, HUD chrome, and other "floating UI" content render as solid colour over the lit scene behind them instead of darkening on faces angled away from the lights.

flatColorTransparent?: DrawOp

Transparent variant of flatColor — same unlit shader, run in the TRANSPARENT pass so translucent overlay meshes (e.g. the plane handles on a transform gizmo) blend correctly.

highlighted?: DrawOp

Draw operation for rendering highlighted silhouettes.

highlightedEdges?: DrawOp

Draw operation for rendering highlighted silhouette edges.

opaque?: DrawOp

Draw operation for rendering opaque objects.

opaqueEdges?: DrawOp

Draw operation for rendering opaque edges.

opaqueSAO?: DrawOp

Draw operation for rendering opaque objects with SAO (Scalable Ambient Obscurance).

opaqueSAOShadow?: DrawOp

Draw operation that renders opaque objects with BOTH SAO and shadow mapping applied in a single pass.

opaqueShadow?: DrawOp

Draw operation for rendering opaque objects with directional shadow mapping.

pick?: DrawOp

Draw operation for mesh picking (renders mesh IDs to pick buffer).

pickDepth?: DrawOp

Draw operation for depth picking (renders screen-space depths).

selected?: DrawOp

Draw operation for rendering selected silhouettes.

selectedEdges?: DrawOp

Draw operation for rendering selected silhouette edges.

shadowDepth?: DrawOp

Draw operation that renders depth from the shadow-casting light's point of view into the shadow-map FBO.

snapEdge?: DrawOp

Edge-snap draw operation — the geometry's edge-index buffer is drawn as gl.LINES, view-space position written into the snap FBO at fragments that survive the init pass's depth test.

snapInit?: DrawOp

Snap-init draw operation — rasterises triangle surfaces into the snap FBO (depth + view position) so subsequent vertex / edge snap draws z-test against real geometry.

snapVertex?: DrawOp

Vertex-snap draw operation — every unique vertex of the geometry is drawn as a 1-pixel gl.POINTS, view-space position written into the snap FBO at fragments that survive the init pass's depth test.

stencilMask?: DrawOp

Stencil-mask draw operation — used by the section-plane cap pass. Re-rasterises the model with no colour / depth writes, letting RenderManager's stencil-op state stamp a per-pixel count of "model crosses the cap plane here". Iterated twice per cap-enabled plane (front-cull DECR, back-cull INCR); the cap quad reads the resulting stencil mask.

transparent?: DrawOp

Draw operation for rendering transparent objects.

transparentEdges?: DrawOp

Draw operation for rendering transparent edges.

xrayed?: DrawOp

Draw operation for rendering x-rayed silhouettes.

xrayedEdges?: DrawOp

Draw operation for rendering x-rayed silhouette edges.