@pixi/3d
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    Class ExtractPassAdvanced

    Copies a scene output out of the frame, into a texture the app keeps

    A scene output lasts only for its frame. This pass makes the view write the output and copies it into ExtractPass#texture once the scene has drawn. Show that texture with a sprite, or hand it to code outside the engine.

    It costs one fullscreen copy a frame. An effect that reads an output in the same frame, such as an upscaler or ambient occlusion, should read it in its own pass with RenderGraph#getSceneOutput instead. One texture serves one view, so give each view its own pass.

    const normals = new ExtractPass({ output: normalOutput });
    view3d.passes = [normals];
    app.stage.addChild(new Sprite(normals.texture));

    Hierarchy (View Summary)

    Index
    enabled: boolean

    Whether this pass runs

    Flipping it rebuilds the view's render graph on the next render, which suits a settings toggle but not a change every frame; animate an effect's own properties instead. It can also recompile the view's materials; View3D#passes says when.

    const wireframe = new MeshPass({ name: 'wireframe' });
    view.passes = [wireframe];
    wireframe.enabled = false;
    output: SceneOutput

    The output this pass copies

    requiredOutputs: readonly SceneOutput[]

    [output], so the view writes it while the pass is enabled

    stage: "afterTransparent" = 'afterTransparent'

    'afterTransparent', once the whole scene has drawn

    texture: RenderTexture

    The copy, rewritten every frame the view renders and destroyed with the pass

    It has the output's format, so float values such as velocity come out unclamped. Its size is the view's and its resolution the scene's (View3D#resolution), so it matches the scene texel for texel. The pass resizes it as the view renders, after pixi has laid out the frame's sprites, so a sprite showing it draws at the old size on the first frame and on a frame the view resizes. Code that reads it after render() sees the new size.