Protected
_dirtyProtected
Readonly
_rendererDefault value for renderToScreen in render
Readonly
maxUse total frame count, if this is set to true, then frameCount won't be reset when the viewer is set to dirty. Which will generate different random numbers for each frame during postprocessing steps. With TAA set properly, this will give a smoother result.
Static
Readonly
POWER_Same as renderer
Protected
_createProtected
_initProtected
_processblit - blits a texture to the screen or another render target.
destination target, or screen if undefined or null
Optional
clazz: Class<T>Dispose and remove tracked target. Release target in-case of temporary target.
To just dispose from the GPU memory and keep reference, call target.dispose()
or target.dispose(false)
Exports a render target to a blob. The type is automatically picked from exr to png based on the render target.
render target to export
mime type to use. If auto (default), then it will be picked based on the render target type.
index of the texture to use in the render target (only in case of multiple render target)
Rend pixels from a render target into a new Uint8Array|Uint16Array|Float32Array buffer
render target to read from
index of the texture to use in the render target (only in case of multiple render target)
Converts a render target to a png/jpeg data url string. Note: this will clamp the values to [0, 1] and converts to srgb for float and half-float render targets.
index of the texture to use in the render target (only in case of multiple render target)
Set autoBuildPipeline = false to be able to set the pipeline manually.