RenderPassDescriptor class final

Everything a pass draws into.

Constructors

RenderPassDescriptor({required List<ColorTarget> colors, DepthTarget? depth})
const

Properties

colors → List<ColorTarget>
In shader output order. Two of them exactly once — the scene pass, which writes lit colour and the surface buffer together.
final
depth → DepthTarget?
final
hashCode → int
The hash code for this object.
no setterinherited
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited

Methods

checkAttachmentLimit(int limit, {required String backend}) → void
Throws when this opens more colour attachments than limit allows — gfx-50n.
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
toString() → String
A string representation of this object.
inherited

Operators

operator ==(Object other) → bool
The equality operator.
inherited