Taos API Reference
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    Class WaterPass

    Hierarchy (View Summary)

    • Pass<WaterDeps, WaterOutputs>
      • WaterPass
    Index

    Properties

    name: "WaterPass" = 'WaterPass'

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

    Methods

    • Upload per-frame camera state from ctx.activeCamera and recompute the cached frustum planes. The uniform's VP uses the TAA-jittered matrix so the water surface picks up the same sub-pixel motion as the opaque geometry passes — without it TAA has nothing to converge on water and the surface shimmers. Frustum planes use the un-jittered VP.

      Parameters

      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: WaterDeps

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

      Returns WaterOutputs

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

    • Release every long-lived GPU resource owned by the pass (pipelines, persistent uniform buffers, samplers, BGLs). Called by the factory or application during teardown. Default implementation is a no-op.

      Returns void