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160 lines
5.1 KiB
HTML
160 lines
5.1 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="utf-8" />
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<base href="../../../" />
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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<h1>[name]</h1>
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<p class="desc">
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A
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[link:https://webglfundamentals.org/webgl/lessons/webgl-render-to-texture.html render target]
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is a buffer where the video card draws pixels for a scene
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that is being rendered in the background. It is used in different effects,
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such as applying postprocessing to a rendered image before displaying it
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on the screen.
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</p>
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<h2>Constructor</h2>
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<h3>
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[name]([param:Number width], [param:Number height], [param:Object options])
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</h3>
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<p>
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[page:Float width] - The width of the renderTarget. Default is `1`.<br />
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[page:Float height] - The height of the renderTarget. Default is `1`.<br />
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options - optional object that holds texture parameters for an
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auto-generated target texture and depthBuffer/stencilBuffer booleans. For
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an explanation of the texture parameters see [page:Texture Texture]. The
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following are valid options:<br /><br />
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[page:Constant wrapS] - default is [page:Textures ClampToEdgeWrapping].
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<br />
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[page:Constant wrapT] - default is [page:Textures ClampToEdgeWrapping].
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<br />
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[page:Constant magFilter] - default is [page:Textures LinearFilter].
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<br />
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[page:Constant minFilter] - default is [page:Textures LinearFilter].
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<br />
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[page:Boolean generateMipmaps] - default is `false`.<br />
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[page:Constant format] - default is [page:Textures RGBAFormat]. <br />
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[page:Constant type] - default is [page:Textures UnsignedByteType]. <br />
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[page:Number anisotropy] - default is `1`. See
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[page:Texture.anisotropy]<br />
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[page:Constant colorSpace] - default is [page:Textures NoColorSpace].
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<br />
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[page:String internalFormat] - default is `null`.<br />
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[page:Boolean depthBuffer] - default is `true`. <br />
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[page:Boolean stencilBuffer] - default is `false`.<br />
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[page:Boolean resolveDepthBuffer] - default is `true`.<br />
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[page:Boolean resolveStencilBuffer] - default is `true`.<br />
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[page:Number samples] - default is `0`.<br />
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[page:Number count] - default is `1`.<br /><br />
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Creates a new [name]
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</p>
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<h2>Properties</h2>
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<h3>[property:Boolean isWebGLRenderTarget]</h3>
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<p>Read-only flag to check if a given object is of type [name].</p>
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<h3>[property:number width]</h3>
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<p>The width of the render target.</p>
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<h3>[property:number height]</h3>
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<p>The height of the render target.</p>
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<h3>[property:Vector4 scissor]</h3>
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<p>
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A rectangular area inside the render target's viewport. Fragments that are
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outside the area will be discarded.
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</p>
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<h3>[property:Boolean scissorTest]</h3>
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<p>Indicates whether the scissor test is active or not.</p>
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<h3>[property:Vector4 viewport]</h3>
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<p>The viewport of this render target.</p>
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<h3>[property:Texture texture]</h3>
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<p>
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This texture instance holds the rendered pixels. Use it as input for
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further processing.
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</p>
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<h3>[property:Texture textures]</h3>
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<p>
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An array holding the [page:WebGLRenderTarget.texture texture] references
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of multiple render targets configured with the [page:Number count] option.
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</p>
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<h3>[property:Boolean depthBuffer]</h3>
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<p>Renders to the depth buffer. Default is true.</p>
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<h3>[property:Boolean stencilBuffer]</h3>
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<p>Renders to the stencil buffer. Default is false.</p>
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<h3>[property:Boolean resolveDepthBuffer]</h3>
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<p>
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Defines whether the depth buffer should be resolved when rendering into a multisampled render target.
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Default is `true`.
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</p>
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<h3>[property:Boolean resolveStencilBuffer]</h3>
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<p>
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Defines whether the stencil buffer should be resolved when rendering into a multisampled render target.
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This property has no effect when [page:.resolveDepthBuffer] is set to `false`.
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Default is `true`.
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</p>
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<h3>[property:DepthTexture depthTexture]</h3>
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<p>
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If set, the scene depth will be rendered to this texture. Default is null.
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</p>
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<h3>[property:Number samples]</h3>
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<p>
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Defines the count of MSAA samples. Default is `0`.
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</p>
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<h2>Methods</h2>
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<h3>
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[method:undefined setSize]( [param:Number width], [param:Number height] )
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</h3>
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<p>Sets the size of the render target.</p>
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<h3>[method:WebGLRenderTarget clone]()</h3>
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<p>Creates a copy of this render target.</p>
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<h3>[method:this copy]( [param:WebGLRenderTarget source] )</h3>
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<p>
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Adopts the settings of the given render target. This is a structural copy so
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no resources are shared between render targets after the copy. That includes
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all MRT textures and the depth texture.
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</p>
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<h3>[method:undefined dispose]()</h3>
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<p>
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Frees the GPU-related resources allocated by this instance. Call this
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method whenever this instance is no longer used in your app.
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</p>
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<p>
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[page:EventDispatcher EventDispatcher] methods are available on this
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class.
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</p>
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<h2>Source</h2>
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<p>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</p>
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</body>
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</html>
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