Taos API Reference
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    Interface ParticlePassOptions

    Construction-time options for ParticlePass.create.

    interface ParticlePassOptions {
        parentSplit?: {
            split: SplitNode;
            queueBuffer: GPUBuffer;
            counterBuffer: GPUBuffer;
            capacity: number;
        };
        forwardPass?: ForwardPass;
        heightmapRes?: number;
    }
    Index

    Properties

    parentSplit?: {
        split: SplitNode;
        queueBuffer: GPUBuffer;
        counterBuffer: GPUBuffer;
        capacity: number;
    }

    Set by the parent pass when this instance is a sub-emitter (split) child. Internal.

    forwardPass?: ForwardPass

    Required when the config's renderer.type === 'mesh' and renderer.renderTarget === 'hdr'. The particle pass borrows this ForwardPass's lighting+IBL bind group layout for its instanced-PBR pipeline and its bind group at draw time, so all forward-lit content shares the same light/IBL state. The host must call forwardPass.updateLights(...) before ParticlePass.addToGraph.

    heightmapRes?: number

    Side length in cells of the block_collision heightmap storage buffer. Default 128 (matches the historical hard-coded layout). Lower values trade resolution for cheaper CPU bakes; the shader uses the same uniform for sample-position math so this is safe to vary per pass. Ignored when the particle graph has no block_collision modifier.