AdvancedThe 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.
Live GPU rect of RenderSession#activeTarget in physical pixels, narrowed to a camera pass's rect while it renders
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.
The render target that was bound when the view started drawing, such as a filter's input
The backend-specific global bind group for this View3D
OptionalglobalThe global uniform group for this View3D; only WebGL sets it
The lights in the view's scene
true until the view's depth has been cleared this frame; whatever clears it sets this false
The renderer driving this frame (WebGPURenderer or WebGLRenderer)
The view being drawn
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.
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,prepareandrender.