ReadonlyatmospheresReadonlyblackReadonlybloomReadonlycelestialReadonlycloudsReadonlycolorThe color correction post process responsible for tone mapping, saturation, contrast, brightness and gamma.
ReadonlycolorThe effect storing the color correction post process.
ReadonlyengineThe BabylonJS engine
ReadonlyfxaaThe FXAA post process responsible for antialiasing.
ReadonlyfxaaThe effect storing the FXAA post process.
ReadonlyjuliaReadonlylensReadonlymandelboxesReadonlymandelbulbsReadonlymatterReadonlymengerReadonlyoceansReadonlyrenderingThe BabylonJS rendering pipeline manager of the scene
ReadonlyringsReadonlysceneThe scene where the solar system is rendered. It needs to use the wrapper as the post-processes need the depth renderer of the scene.
ReadonlyshadowsReadonlysierpinskiReadonlyvolumetricCreates a new BlackHole postprocess for the given black hole and adds it to the manager.
A black hole
Creates a new Julia set postprocess for the given julia set and adds it to the manager.
The transform of the Julia set
The bounding radius of the Julia set
The model of the Julia set
An array of stars or black holes
Creates a new Mandelbulb postprocess for the given body and adds it to the manager.
The transform of the body
The bounding radius of the body
The model of the Mandelbulb
An array of stars or black holes
Disposes of all post-processes tied to a star system (everything except color correction and FXAA). The pipeline is not destroyed as it is always destroyed and recreated when the closest orbital object changes.
Sets the current celestial body of the post process manager. It should be the closest body to the active camera, in order to split the post processes that are specific to this body from the others. This method will also choose the appropriate rendering order and rebuild the pipeline.
The closest celestial body to the active camera
Updates all updatable post processes with the given delta time.
The time in seconds since the last frame
Manages all post processes in the scene. The manager dynamically creates the rendering pipeline depending on the current body. This is necessary so the effects are rendered in the correct order. (other objects -> body -> overlays)