Interface IMultiRenderTargetOptions
Hierarchy
- IMultiRenderTargetOptions
Index
Properties
Optional default TypeSearch playground for defaultType
Define the default type of the buffers we are creating
Optional depth Texture FormatSearch playground for depthTextureFormat
Define depth texture format to use
Optional do Not Change Aspect RatioSearch playground for doNotChangeAspectRatio
Define if aspect ratio should be adapted to the texture or stay the scene one
Optional draw Only On First Attachment By DefaultSearch playground for drawOnlyOnFirstAttachmentByDefault
Define the default type of the buffers we are creating
Optional face IndexSearch playground for faceIndex
Define the face index of each texture in the textures array (if applicable, given the corresponding targetType) at creation time (for Constants.TEXTURE_CUBE_MAP and .TEXTURE_CUBE_MAP_ARRAY). Can be changed at any time by calling setLayerAndFaceIndices or setLayerAndFaceIndex
Optional formatsSearch playground for formats
Define the internal format of the buffer in the RTT (RED, RG, RGB, RGBA (default), ALPHA...) of all the draw buffers we want to create
Optional generate Depth BufferSearch playground for generateDepthBuffer
Define if a depth buffer is required
Optional generate Depth TextureSearch playground for generateDepthTexture
Define if a depth texture is required instead of a depth buffer
Optional generate Mip MapsSearch playground for generateMipMaps
Define if the texture needs to create mip maps after render.
Optional generate Stencil BufferSearch playground for generateStencilBuffer
Define if a stencil buffer is required
Optional layer CountsSearch playground for layerCounts
Define the number of layer of each texture in the textures array (if applicable, given the corresponding targetType) (for Constants.TEXTURE_3D, .TEXTURE_2D_ARRAY, and .TEXTURE_CUBE_MAP_ARRAY)
Optional layer IndexSearch playground for layerIndex
Define the layer index of each texture in the textures array (if applicable, given the corresponding targetType) at creation time (for Constants.TEXTURE_3D, .TEXTURE_2D_ARRAY, and .TEXTURE_CUBE_MAP_ARRAY). Can be changed at any time by calling setLayerAndFaceIndices or setLayerAndFaceIndex
Optional sampling ModesSearch playground for samplingModes
Define the sampling modes of all the draw buffers we want to create
Optional target TypesSearch playground for targetTypes
Define the type of texture at each attahment index (of Constants.TEXTURE_2D, .TEXTURE_2D_ARRAY, .TEXTURE_CUBE_MAP, .TEXTURE_CUBE_MAP_ARRAY, .TEXTURE_3D). You can also use the -1 value to indicate that no texture should be created but that you will assign a texture to that attachment index later. Can be useful when you want to attach several layers of the same 2DArrayTexture / 3DTexture or several faces of the same CubeMapTexture: Use the setInternalTexture method for that purpose, after the MultiRenderTarget has been created.
Optional texture CountSearch playground for textureCount
Define the number of desired draw buffers
Optional typesSearch playground for types
Define the types of all the draw buffers we want to create
Optional useSRGBBuffersSearch playground for useSRGBBuffers
Define if sRGB format should be used for each of the draw buffers we want to create
Creation options of the multi render target texture.