Constructor
new RenderTarget(options)
Creates a new render target. A color buffer or a depth buffer must be set.
Parameters:
Name | Type | Description | ||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
options |
Object | Object for passing optional arguments.
Properties
|
- Source:
Example
// Create a 512x512x24-bit render target with a depth buffer
var colorBuffer = new pc.Texture(graphicsDevice, {
width: 512,
height: 512,
format: pc.PIXELFORMAT_R8_G8_B8
});
var renderTarget = new pc.RenderTarget({
colorBuffer: colorBuffer,
depth: true
});
// Set the render target on a layer
layer.renderTarget = renderTarget;
Members
(readonly) colorBuffer :pc.Texture
Color buffer set up on the render target.
Type:
- Source:
(readonly) depthBuffer :pc.Texture
Depth buffer set up on the render target. Only available, if depthBuffer was set in constructor.
Not available, if depth property was used instead.
Type:
- Source:
(readonly) face :Number
If the render target is bound to a cubemap, this property
specifies which face of the cubemap is rendered to. Can be:
- pc.CUBEFACE_POSX
- pc.CUBEFACE_NEGX
- pc.CUBEFACE_POSY
- pc.CUBEFACE_NEGY
- pc.CUBEFACE_POSZ
- pc.CUBEFACE_NEGZ
Type:
- Number
- Source:
(readonly) height :Number
Height of the render target in pixels.
Type:
- Number
- Source:
(readonly) width :Number
Width of the render target in pixels.
Type:
- Number
- Source:
Methods
copy(source, color, depth) → {Boolean}
Copies color and/or depth contents of source render target to this one. Formats, sizes and anti-aliasing samples must match.
Depth buffer can only be copied on WebGL 2.0.
Parameters:
Name | Type | Description |
---|---|---|
source |
pc.RenderTarget | Source render target to copy from |
color |
Boolean | Copy color buffer |
depth |
Boolean | Copy depth buffer |
- Source:
Returns:
true if the copy was successfull, false otherwise.
- Type
- Boolean
destroy()
Frees resources associated with this render target.
- Source:
resolve(color, depth)
If samples > 1, resolves the anti-aliased render target (WebGL2 only).
When you're rendering to an anti-aliased render target, pixels aren't written directly to the readable texture.
Instead, they're first written to a MSAA buffer, where each sample for each pixel is stored independently.
In order to read the results, you first need to 'resolve' the buffer - to average all samples and create a simple texture with one color per pixel.
This function performs this averaging and updates the colorBuffer and the depthBuffer.
If autoResolve is set to true, the resolve will happen after every rendering to this render target, otherwise you can do it manually,
during the app update or inside a pc.Command.
Parameters:
Name | Type | Description |
---|---|---|
color |
Boolean | Resolve color buffer |
depth |
Boolean | Resolve depth buffer |
- Source: