_createObjectPipeline( object, material, scene, camera, lightsNode, group, clippingContext, passId ) {

		const renderObject = this._objects.get( object, material, scene, camera, lightsNode, this._currentRenderContext, clippingContext, passId );
		renderObject.drawRange = object.geometry.drawRange;
		renderObject.group = group;

		//

		this._nodes.updateBefore( renderObject );

		this._geometries.updateForRender( renderObject );

		this._nodes.updateForRender( renderObject );
		this._bindings.updateForRender( renderObject );

		this._pipelines.getForRender( renderObject, this._compilationPromises );

		this._nodes.updateAfter( renderObject );

	}
A different implementation for `_handleObjectFunction` which only makes sure the object is ready for rendering.
Used in `compileAsync()`.

@private
@param {Object3D} object - The 3D object.
@param {Material} material - The object's material.
@param {Scene} scene - The scene the 3D object belongs to.
@param {Camera} camera - The camera the object should be rendered with.
@param {LightsNode} lightsNode - The current lights node.
@param {?{start: number, count: number}} group - Only relevant for objects using multiple materials. This represents a group entry from the respective `BufferGeometry`.
@param {ClippingContext} clippingContext - The clipping context.
@param {?string} [passId=null] - An optional ID for identifying the pass.