Symbols in this topic
wireframeMaterial
Creates an InspectMaterial configured to render line segments from a readable mesh. Use it with meshToWireframe outputs to visualize topology edges while keeping your primary material untouched.
Import
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import { wireframeMaterial } from "@vgpu/render/inspect";Signature
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export function wireframeMaterial(spec: WireframeMaterialSpec): InspectMaterial;Parameters
| Param | Type | Required | Default | Notes |
|---|---|---|---|---|
| spec | WireframeMaterialSpec | ✔ | — | Configuration object used to allocate the pipeline. |
| spec.device | Device | ✔ | — | Device that owns the pipeline, bind group layout, and uniform buffer writes. |
| spec.color | readonly [number, number, number] | ✖ | [1, 1, 1] | Linear RGB line color; each component must be between 0 and 1. |
| spec.targetFormat | GPUTextureFormat | ✖ | "bgra8unorm-srgb" | Color attachment format for the fragment target. Use "rgba8unorm-srgb" on implementations that lack BGRA support. |
Returns: InspectMaterial — exposes the configured pipeline, bindGroupLayout, uniform byte size (144 bytes), and a writer that packs view-projection, model matrices, and the wire color.
Examples
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import { createMockAdapter } from "@vgpu/adapter-mock";
import { InspectMaterial, wireframeMaterial } from "@vgpu/render/inspect";
const IDENTITY_MATRIX = new Float32Array([
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
]);
async function main(): Promise<void> {
const device = await createMockAdapter().requestDevice();
const material: InspectMaterial = wireframeMaterial({ device, color: [1, 0.75, 0.5] });
const uniforms = device.createBuffer({ size: material.uniformByteSize, usage: ["uniform", "copy_dst"] });
material.writeUniforms(uniforms.gpu, 0, {
viewProjectionMatrix: IDENTITY_MATRIX,
modelMatrix: IDENTITY_MATRIX,
});
}
main().catch((error) => {
console.error(error);
});Notes
- Uses
line-listtopology with depth testing enabled and no culling to guarantee all edges stay visible. - The vertex buffer layout expects interleaved position/normal attributes that match the
meshToWireframeoutput stride (24 bytes). - Uniform writes allocate a temporary
Float32Array; reuse the same uniform buffer between frames to avoid churn. - See also:
meshToWireframe,InspectMaterial,normalDebugMaterial