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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<base href="../../../" />
<script src="page.js"></script>
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
[page:WebGLRenderTarget] &rarr;
<h1>[name]</h1>
<p class="desc">
A special render target that enables a fragment shader to write to several textures.
This approach is useful for advanced rendering techniques like post-processing or deferred rendering.
Heads up: [name] can only be used with a WebGL 2 rendering context.
</p>
<h2>Examples</h2>
<p>
[example:webgl2_multiple_rendertargets webgl2 / multiple / rendertargets ]
</p>
<h2>Constructor</h2>
<h3>[name]([param:Number width], [param:Number height], [param:Number count], [param:Object options])</h3>
<p>
[page:Number width] - The width of the render target. Default is `1`.<br />
[page:Number height] - The height of the render target. Default is `1`.<br />
[page:Number count] - The number of render targets. Default is `1`.<br />
options - (optional object that holds texture parameters for an auto-generated target
texture and depthBuffer/stencilBuffer booleans.
For an explanation of the texture parameters see [page:Texture Texture].
For a list of valid options, see [page:WebGLRenderTarget WebGLRenderTarget].<br /><br />
</p>
<h2>Properties</h2>
<h3>[property:Boolean isWebGLMultipleRenderTargets]</h3>
<p>
Read-only flag to check if a given object is of type [name].
</p>
<h3>[property:Array texture]</h3>
<p>
The texture property is overwritten in [name] and replaced with an array. This array holds the [page:WebGLRenderTarget.texture texture]
references of the respective render targets.
</p>
<p>[page:WebGLRenderTarget WebGLRenderTarget] properties are available on this class.</p>
<h2>Methods</h2>
<p>[page:WebGLRenderTarget WebGLRenderTarget] methods are available on this class.</p>
<h2>Source</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
</body>
</html>