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137 lines
4.0 KiB
137 lines
4.0 KiB
<!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 [link:https://webglfundamentals.org/webgl/lessons/webgl-render-to-texture.html render target] is a buffer
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where the video card draws pixels for a scene that is being rendered in the background.
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It is used in different effects, such as applying postprocessing to a rendered image
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before displaying it on the screen.
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</p>
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<h2>Constructor</h2>
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<h3>[name]([param:Number width], [param:Number height], [param:Object options])</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 auto-generated target
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texture and depthBuffer/stencilBuffer booleans.
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For an explanation of the texture parameters see [page:Texture Texture]. The following are
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valid options:<br /><br />
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[page:Constant wrapS] - default is [page:Textures ClampToEdgeWrapping]. <br />
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[page:Constant wrapT] - default is [page:Textures ClampToEdgeWrapping]. <br />
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[page:Constant magFilter] - default is [page:Textures LinearFilter]. <br />
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[page:Constant minFilter] - default is [page:Textures LinearFilter]. <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 [page:Texture.anisotropy]<br />
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[page:Constant encoding] - default is [page:Textures LinearEncoding]. <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:Number samples] - default is 0.<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>
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Read-only flag to check if a given object is of type [name].
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</p>
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<h3>[property:number width]</h3>
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<p>
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The width of the render target.
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</p>
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<h3>[property:number height]</h3>
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<p>
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The height of the render target.
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</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 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>
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Indicates whether the scissor test is active or not.
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</p>
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<h3>[property:Vector4 viewport]</h3>
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<p>
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The viewport of this render target.
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</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 further processing.
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</p>
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<h3>[property:Boolean depthBuffer]</h3>
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<p>
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Renders to the depth buffer. Default is true.
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</p>
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<h3>[property:Boolean stencilBuffer]</h3>
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<p>
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Renders to the stencil buffer. Default is false.
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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. Can only be used with WebGL 2. Default is `0`.
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</p>
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<h2>Methods</h2>
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<h3>[method:undefined setSize]( [param:Number width], [param:Number height] )</h3>
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<p>
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Sets the size of the render target.
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</p>
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<h3>[method:WebGLRenderTarget clone]()</h3>
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<p>
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Creates a copy of this render target.
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</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.
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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 method whenever this instance is no longer used in your app.
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</p>
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<p>[page:EventDispatcher EventDispatcher] methods are available on this class.</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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