Creates a new standard pipeline using the specified renderer.
The renderer to use.
The pass used for rendering materials.
The array of render passes. Each mesh will be rendered with these passes (if it has been enabled on that mesh).
The pass used for rendering shadows.
Generic destruction method that frees all resources. This should be called by subclasses.
Enables shadows for the specified object. Adds the shadow render pass to the specified object and enables the standard material to use the casting light.
The mesh or model to enable shadows for.
The shadow casting light to associate with the object when using the standard material.
Renders the added meshes using the specified render passes.
Adds an object to be rendered.
The object to render.
Sorts the meshes by rendering order.
Stub method that initializes any state required before
rendering starts. It is different from the prerender
signal, which occurs every frame, in that it is called
whenever an object requests this renderer specifically.
Stops the renderer. It should free up any state and become dormant.
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The standard pipeline renders meshes using the set render passes. It's created and used by default.