Interface IRenderTarget

interface IRenderTarget {
    assetType?: "renderTarget";
    depth: number;
    depthBuffer: boolean;
    depthTexture: DepthTexture;
    height: number;
    isTemporary?: boolean;
    isWebGLCubeRenderTarget?: boolean;
    isWebGLMultipleRenderTargets?: boolean;
    isWebGLRenderTarget: boolean;
    name?: string;
    renderManager?: IRenderManager;
    samples: number;
    scissor: Vector4;
    scissorTest: boolean;
    sizeMultiplier?: number;
    stencilBuffer: boolean;
    targetKey?: string;
    texture: ValOrArr<Texture & { _target?: IRenderTarget }>;
    uuid?: string;
    viewport: Vector4;
    width: number;
    clear(
        renderer: IWebGLRenderer,
        color: boolean,
        depth: boolean,
        stencil: boolean,
    ): void;
    clone(trackTarget?: boolean): this;
    copy(
        source: WebGLRenderTarget | IRenderTarget | WebGLMultipleRenderTargets,
    ): this;
    dispose(): void;
    setSize(width: number, height: number, depth?: number): void;
}

Hierarchy

Properties

assetType?: "renderTarget"
depth: number
depthBuffer: boolean
true
depthTexture: DepthTexture
null
height: number
isTemporary?: boolean
isWebGLCubeRenderTarget?: boolean
isWebGLMultipleRenderTargets?: boolean
isWebGLRenderTarget: boolean
name?: string
renderManager?: IRenderManager
samples: number

Defines the count of MSAA samples. Can only be used with WebGL 2. Default is 0.

0
scissor: Vector4
scissorTest: boolean
false
sizeMultiplier?: number
stencilBuffer: boolean
true
targetKey?: string
texture: ValOrArr<Texture & { _target?: IRenderTarget }>
uuid?: string
viewport: Vector4
width: number

Methods

  • Parameters

    • width: number
    • height: number
    • Optionaldepth: number

    Returns void