@pixi/3d
    Preparing search index...

    Interface RenderSessionAdvanced

    Everything a render pass gets for the frame it draws

    The view's pipe builds one each frame and hands it to every pass's condition, prepare and render.

    interface RenderSession {
        activeTarget: RenderTarget | null;
        activeViewport: ReadonlyRect;
        defaultFrontFaceInverted: boolean;
        defaultTarget: RenderTarget;
        globalBindGroup: BindGroup;
        globalUniformGroup?: UniformGroup<any>;
        lights: Light[];
        needsDepthClear: boolean;
        renderer: Renderer;
        view3d: View3D;
        viewport: Rectangle;
    }
    Index
    activeTarget: RenderTarget | null

    The target the graph last bound and left open, or null when the next pass has to bind again

    A pass that binds another target or ends the GPU pass must set it to null, so the next pass binds its target again.

    activeViewport: ReadonlyRect

    Live GPU rect of RenderSession#activeTarget in physical pixels, narrowed to a camera pass's rect while it renders

    defaultFrontFaceInverted: boolean

    Whether pixi inverts the front face for RenderSession#defaultTarget

    A pass that draws a fixed clip-space shape, such as a fullscreen triangle, compares its own target's inversion with this to know whether to flip V.

    defaultTarget: RenderTarget

    The render target that was bound when the view started drawing, such as a filter's input

    globalBindGroup: BindGroup

    The backend-specific global bind group for this View3D

    globalUniformGroup?: UniformGroup<any>

    The global uniform group for this View3D; only WebGL sets it

    lights: Light[]

    The lights in the view's scene

    needsDepthClear: boolean

    true until the view's depth has been cleared this frame; whatever clears it sets this false

    renderer: Renderer

    The renderer driving this frame (WebGPURenderer or WebGLRenderer)

    view3d: View3D

    The view being drawn

    viewport: Rectangle

    The view's rect in RenderSession#defaultTarget, clipped to that target, in physical pixels as the GPU viewport takes it; on WebGL the root target's flip is already applied

    It stays put while a camera pass draws; RenderSession#activeViewport is the live rect.