new()
@:value(new DepthPass())depth:Base = new DepthPass()
@:value(new NormalPass())normal:Base = new NormalPass()
@:value(new h3d.pass.DefaultShadowMap(1024))shadow:DefaultShadowMap = new h3d.pass.DefaultShadowMap(1024)
@:value([])effects:Array<RendererFX> = []
@:value(Default)renderMode:RenderMode = Default
@:value(true)shadows:Bool = true
props:Any
addShader(s:Shader):Void
Inject a post process shader for the current frame. Shaders are reset after each render.
debugCompileShader(pass:Pass):RuntimeShader
dispose():Void
getEffect<T>(cl:Class<T>):T
getPass<T>(c:Class<T>):T
process(passes:Array<PassObjects>):Void
start():Void
getDefaultProps(?kind:String):Any
refreshProps():Void
setDefaultProps(kind:String):Void