The renderer that owns this manager.
The drawing context of the current batch. This is stored here because the batch node is stateless.
The RenderNode which is currently being filled. This is stored so that it can be completed when another type of render is run.
The current node in the debug graph.
This is used when debug is enabled.
Whether nodes should record their run method for debugging.
This should be set via setDebug.
The debug graph of nodes that have been run.
This is used when debug is enabled.
The maximum number of texture units to use as choices in a batch.
Batches can bind several textures and select one of them per instance,
allowing for larger batches.
However, some mobile devices degrade performance when using multiple
texture units. So if the game config option autoMobileTextures is
enabled and the device is not a desktop, this will be set to 1.
Otherwise, it will be set to the renderer's maxTextures.
Some shaders may require more than one texture unit,
so the actual limit on texture units per batch is maxTextures.
This value can be changed at runtime via setMaxParallelTextureUnits.
The renderer that owns this manager.
Add a node to the manager.
The name of the node.
The node to add.
Add a constructor for a node to the manager.
This will allow the node to be constructed when getNode is called.
The name of the node.
The constructor for the node.
Format the current debug graph as an indented string.
Finish rendering the current batch. This should be called when starting a new rendering task.
Get a node from the manager.
If the node does not exist, and a constructor is available, it will be constructed and added to the manager, then returned.
The name of the node.
Check if a node exists in the manager.
If a node is not constructed, but a constructor is available,
it will be considered to exist. Set constructed to true to
require that the node has already been constructed.
The name of the node.
Optionalconstructed: booleanWhether the node must be constructed to be considered to exist. Default false.
Pop the last recorded RenderNode from the debug graph.
Record a newly run RenderNode in the debug graph.
The name of the node.
Set the current batch node. If a batch node is already in progress, it will be completed before the new node is set.
The node to set, or null to clear the current node.
OptionaldrawingContext: DrawingContextThe drawing context. Only used if node is defined.
Set whether nodes should record their run method for debugging. This will set the debug property on all nodes, reset the debug graph, and record a single frame of the graph before disabling debug.
Whether nodes should record their run method for debugging.
Set maxParallelTextureUnits to a new value.
This will be clamped to the range [1, renderer.maxTextures].
This can be useful for providing the user with a way to adjust the performance of the game at runtime.
Optionalvalue: numberThe new value for maxParallelTextureUnits. If not provided, it will be set to the renderer's maxTextures.
Start a standalone render (SAR), which is not part of a batch. This will trigger batch completion if a batch is in progress.
RenderNodeManager