Taos API Reference
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    Class ForwardPass

    Hierarchy (View Summary)

    • Pass<ForwardDeps, ForwardOutputs>
      • ForwardPass
    Index

    Properties

    name: "ForwardPass" = 'ForwardPass'

    Human-readable identifier used in graph node labels and error messages.

    sortTransparent: boolean = true
    iblIntensity: number = 1.0

    Ambient-IBL multiplier written into the lighting uniform (iblIntensity). 1 = full daytime IBL; lower it to dim baked ambient (e.g. at night) so the forward path matches the deferred path's iblIntensity control.

    areaLightsUseLtc: boolean = true

    Runtime toggle for the LTC rect-area-light path. Only meaningful when the pass was created with useLtcAreaLights (the LTC shader variant + tables); when false, rect area lights fall back to the representative-point shading even though the tables stay bound. Lets a UI flip LTC on/off live without rebuilding the pass. Ignored entirely when the LTC variant isn't compiled.

    Accessors

    Methods

    • Set the list of skinned draws this pass will render in addition to the static items supplied via setDrawItems. The pass GPU-skins each vertex from the per-item joint palette, then runs the same forward PBR lighting as the un-skinned path. Items with material.transparent are routed through the blended sub-pass after all opaque draws.

      Parameters

      • items: readonly SkinnedForwardDrawItem[]

      Returns void

    • Insert the pass into graph for one frame. Implementations call graph.addPass(name, type, b => { ... }) exactly once and use the supplied PassBuilder to declare reads, writes, transient resources, and the execute callback.

      Parameters

      • graph: RenderGraph

        Graph being built this frame.

      • deps: ForwardDeps = {}

        Pass-specific dependency record (handles, scene data, etc.).

      Returns ForwardOutputs

      Pass-specific output record (typically a set of handles downstream passes will consume).