@pixi/3d
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    Interface OutlinePassOptions

    Constructor options for OutlinePass

    new OutlinePass({ width: 0.05, color: 0x1a0f33, stage: 'afterTransparent' });
    
    interface OutlinePassOptions {
        camera?: Camera3D;
        color?: ColorSource;
        description?: string;
        enabled?: boolean;
        sort?: "key" | "distance";
        stage?: SceneStage;
        width?: number;
    }

    Hierarchy

    Index
    camera?: Camera3D

    Camera to draw from, instead of the view's own

    Add it to the view's scene (view.root.addChild(camera)) so its transform stays current. Its viewport places the image. Give it a renderTexture to draw into that texture instead, for a material to show; a mesh that samples the texture while this camera draws it sees last frame's picture. The pass draws only the meshes opted in by name, so glass seen from this camera needs passes of its own, added from the build of a Pass3D listed after this one at the same stage; RenderPassOptions#camera lists them.

    color?: ColorSource

    Outline colour

    0x000000
    
    new OutlinePass({ color: 0x1a0f33 });
    
    description?: string

    Human-readable explanation shown by graph tooling

    enabled?: boolean

    Whether the pass starts enabled; see Pass3D#enabled

    true
    
    view.passes = [new MeshPass({ name: 'wireframe', enabled: false })];
    
    sort?: "key" | "distance"

    Draw order; ForwardRenderPassOptions#sort has the choices

    'key'
    
    stage?: SceneStage

    Where in the default graph the pass draws

    Left out, a pass whose camera has a render texture draws at 'beforeOpaque', so the texture is complete before any material samples it; any other pass draws at 'afterOpaque'.

    width?: number

    How far each vertex is pushed out along its normal, in the mesh's local units

    A scaled mesh gets a scaled outline. Where a mesh splits its normals at a hard edge, as a cube does, the outline has gaps at those edges.

    0.03
    
    new OutlinePass({ width: 0.05 });