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RenderPass

Quick answer

RenderPass is a single pass into a framebuffer or the canvas, created by device.beginRenderPass(props). It carries clear values, viewport and scissor, and exposes setPipeline, setBindings, setVertexArray, draw and end. In v9 every draw call must go through an active pass.

Last verified 2026-11-03 · luma.gl 9.4 · Cite this page
device. beginRenderPass ( props ) → RenderPass
Key points
Example
const pass = device.beginRenderPass({
  framebuffer: fbo,                    // 省略则画到画布
  clearColor: [0.04, 0.06, 0.09, 1],
  clearDepth: 1,
  parameters: { viewport: [0, 0, 256, 256] }
});

pass.setPipeline(pipeline);
pass.setBindings({ uTexture: texture });
pass.setVertexArray(vertexArray);
pass.draw({ vertexCount: 6, instanceCount: 1 });

pass.end();
const pass = device.beginRenderPass({ clearColor: [0.04, 0.06, 0.09, 1] });
model.draw(pass);
pass.end();
Notes
Runnable examplesChinese originalAll API references
English edition written for Atlaslog. Code is taken from the original Chinese page and runs unchanged.
Cite this page

Atlaslog (2026). RenderPass. https://www.jingweizhi.com/en/lumagl/api/render-pass.html (accessed 2026-11-03).