configurator-core/src/roomle-configurator..OutlinePass

# Hierarchy

# Table of contents

# Constructors

# Properties

# Methods

# Constructors

# constructor

new OutlinePass(renderPassManager, resolution, scene, camera, selectedObjects, parameters?)

# Parameters

Name Type
renderPassManager RenderPassManager
resolution Vector2
scene Scene
camera Camera
selectedObjects Object3D<Object3DEventMap>[]
parameters? OutlinePassParameters

# Overrides

RenderPass.constructor

# Properties

# _visibilityCache

_visibilityCache: Map<Object3D<Object3DEventMap>, boolean>


# clearBackground

clearBackground: boolean = false


# copyUniforms

copyUniforms: any


# downSampleRatio

downSampleRatio: number


# edgeDetectionFxaa

edgeDetectionFxaa: boolean


# edgeDetectionMaterial

edgeDetectionMaterial: ShaderMaterial


# edgeGlow

edgeGlow: number


# edgeStrength

edgeStrength: number


# edgeThickness

edgeThickness: number


# fsQuad

fsQuad: FullScreenQuad


# fxaaRenderMaterial

Optional fxaaRenderMaterial: ShaderMaterial


# hiddenEdgeColor

hiddenEdgeColor: Color


# materialCopy

materialCopy: ShaderMaterial


# oldClearAlpha

oldClearAlpha: number


# oldClearColor

oldClearColor: Color


# overlayMaterial

overlayMaterial: ShaderMaterial


# patternTexture

patternTexture: Texture = null


# prepareMaskMaterial

prepareMaskMaterial: ShaderMaterial


# pulsePeriod

pulsePeriod: number


# renderCamera

renderCamera: Camera


# renderScene

renderScene: Scene


# renderTargetBlurBuffer1

renderTargetBlurBuffer1: WebGLRenderTarget<Texture>


# renderTargetBlurBuffer2

renderTargetBlurBuffer2: WebGLRenderTarget<Texture>


# renderTargetEdgeBuffer1

renderTargetEdgeBuffer1: WebGLRenderTarget<Texture>


# renderTargetEdgeBuffer2

renderTargetEdgeBuffer2: WebGLRenderTarget<Texture>


# renderTargetFxaaBuffer

Optional renderTargetFxaaBuffer: WebGLRenderTarget<Texture>


# renderTargetMaskBuffer

renderTargetMaskBuffer: WebGLRenderTarget<Texture>


# renderTargetMaskDownSampleBuffer

renderTargetMaskDownSampleBuffer: WebGLRenderTarget<Texture>


# resolution

resolution: Vector2


# selectedObjects

selectedObjects: Object3D<Object3DEventMap>[]


# separableBlurMaterial1

separableBlurMaterial1: ShaderMaterial


# separableBlurMaterial2

separableBlurMaterial2: ShaderMaterial


# tempPulseColor1

tempPulseColor1: Color


# tempPulseColor2

tempPulseColor2: Color


# textureMatrix

textureMatrix: Matrix4


# usePatternTexture

usePatternTexture: boolean


# visibleEdgeColor

visibleEdgeColor: Color


# BlurDirectionX

Static BlurDirectionX: Vector2


# BlurDirectionY

Static BlurDirectionY: Vector2


# highlightLines

Static highlightLines: boolean = true

# Methods

# dispose

dispose(): void

# Returns

void

# Overrides

RenderPass.dispose


# render

render(renderer, _writeBuffer, readBuffer, _deltaTime, maskActive): void

# Parameters

Name Type
renderer WebGLRenderer
_writeBuffer WebGLRenderTarget<Texture>
readBuffer WebGLRenderTarget<Texture>
_deltaTime number
maskActive boolean

# Returns

void

# Overrides

RenderPass.render


# renderPass

renderPass(renderer): void

# Parameters

Name Type
renderer WebGLRenderer

# Returns

void

# Overrides

RenderPass.renderPass


# setSize

setSize(width, height): void

# Parameters

Name Type
width number
height number

# Returns

void

# Overrides

RenderPass.setSize