AdvancedThe renderer this System works for.
This binds specified buffer. On first run, it will create the webGL buffers for the context too
the buffer to bind to the renderer
Binds a whole uniform buffer to a binding slot.
A cache is used so a buffer will not be bound again if already bound.
the buffer to bind
the binding slot to bind it to.
Binds part of a uniform buffer to a binding slot, so it is read from the offset supplied rather than 0.
A cache is used so a range will not be bound again if already bound.
the buffer to bind, which must have been uploaded
the binding slot to bind it to, defaults to 0
the byte offset to bind at, defaults to 0. Must be a multiple of
renderer.limits.minUniformBufferOffsetAlignment.
Optionalsize: number
the number of bytes to bind, defaults to the rest of the buffer after offset
dispose all WebGL resources of all managed buffers
Will ensure the data in the buffer is uploaded to the GPU.
Runs on each update event of a vertex or uniform buffer once it has a GlBuffer, and when a geometry
or uniform block that uses the buffer is bound. The second call for one update is a no-op.
the buffer to update
System plugin to the renderer to manage buffers.
WebGL uses Buffers as a way to store objects to the GPU. This system makes working with them a lot easier.
Buffers are used in three main places in WebGL
This system will handle the binding of buffers to the GPU as well as uploading them. With this system, you never need to work directly with GPU buffers, but instead work with the Buffer class.
A buffer is first uploaded whole when a geometry or uniform block that uses it is bound. From then on each
Buffer.update()is applied as it is called, as on WebGPU, so every ranged update lands. On WebGL2 an index buffer's update goes throughCOPY_WRITE_BUFFER, so it changes no vertex array's index buffer.