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@aidinabedi/playcanvas

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PlayCanvas WebGL game engine

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<!doctype html> <html lang="en"> <head> <title>pc.RenderTarget | PlayCanvas API Reference</title> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <link rel="icon" type="image/png" href="images/playcanvas-favicon.png"> <link href="styles/styles.css" rel="stylesheet"> <link href="styles/playcanvas-theme.css" rel="stylesheet"> <script src="scripts/interface.js"></script> <script src="scripts/highlight.min.js"></script> <script>hljs.initHighlightingOnLoad();</script> </head> <body> <header> <nav class="header-width"> <a href="/" class="header-title"><img src="images/playcanvas-manual.png"></a> <ul class="header-menu"> <li class="user-manual"><a href="https://developer.playcanvas.com/en/user-manual/">User Manual</a></li> <li class="tutorials"><a href="https://developer.playcanvas.com/en/tutorials">Tutorials</a></li> <li class="forum"><a href="https://forum.playcanvas.com/" target="_blank">Forum</a></li> <li class="api active"><a href="/api/">API Reference</a></li> </ul> </nav> <div class="header-content header-page header-width"> <h1><span class="font-icon">&#58195;</span>API Reference</h1> <input id="search" class="search" type="text" placeholder="Search"></input> </div> </header> <div class="container content-width"> <nav class="sidebar"> <div class="sidebarFilter"> <input id="filter-input" type="text" placeholder="Filter"> </div> <ul> <li id="nav-pc"><a href="pc.html">pc</a></li> <li id="nav-pc.callbacks"><a href="pc.callbacks.html">pc.callbacks</a></li> <li id="nav-pc.guid"><a href="pc.guid.html">pc.guid</a></li> <li id="nav-pc.math"><a href="pc.math.html">pc.math</a></li> <li id="nav-pc.path"><a href="pc.path.html">pc.path</a></li> <li id="nav-pc.platform"><a href="pc.platform.html">pc.platform</a></li> <li id="nav-pc.script"><a href="pc.script.html">pc.script</a></li> <li id="nav-pc.string"><a href="pc.string.html">pc.string</a></li> <li id="nav-pc.Animation"><a href="pc.Animation.html">Animation</a></li> <li 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href="pc.GraphicsDevice.html">GraphicsDevice</a></li> <li id="nav-pc.GraphNode"><a href="pc.GraphNode.html">GraphNode</a></li> <li id="nav-pc.Http"><a href="pc.Http.html">Http</a></li> <li id="nav-pc.I18n"><a href="pc.I18n.html">I18n</a></li> <li id="nav-pc.IndexBuffer"><a href="pc.IndexBuffer.html">IndexBuffer</a></li> <li id="nav-pc.Keyboard"><a href="pc.Keyboard.html">Keyboard</a></li> <li id="nav-pc.KeyboardEvent"><a href="pc.KeyboardEvent.html">KeyboardEvent</a></li> <li id="nav-pc.Layer"><a href="pc.Layer.html">Layer</a></li> <li id="nav-pc.LayerComposition"><a href="pc.LayerComposition.html">LayerComposition</a></li> <li id="nav-pc.LayoutChildComponent"><a href="pc.LayoutChildComponent.html">LayoutChildComponent</a></li> <li id="nav-pc.LayoutChildComponentSystem"><a href="pc.LayoutChildComponentSystem.html">LayoutChildComponentSystem</a></li> <li id="nav-pc.LayoutGroupComponent"><a href="pc.LayoutGroupComponent.html">LayoutGroupComponent</a></li> <li id="nav-pc.LayoutGroupComponentSystem"><a href="pc.LayoutGroupComponentSystem.html">LayoutGroupComponentSystem</a></li> <li id="nav-pc.LightComponent"><a href="pc.LightComponent.html">LightComponent</a></li> <li id="nav-pc.LightComponentSystem"><a href="pc.LightComponentSystem.html">LightComponentSystem</a></li> <li id="nav-pc.Lightmapper"><a href="pc.Lightmapper.html">Lightmapper</a></li> <li id="nav-pc.Mat3"><a href="pc.Mat3.html">Mat3</a></li> <li id="nav-pc.Mat4"><a href="pc.Mat4.html">Mat4</a></li> <li id="nav-pc.Material"><a href="pc.Material.html">Material</a></li> <li id="nav-pc.MaterialHandler"><a href="pc.MaterialHandler.html">MaterialHandler</a></li> <li id="nav-pc.Mesh"><a href="pc.Mesh.html">Mesh</a></li> <li id="nav-pc.MeshInstance"><a href="pc.MeshInstance.html">MeshInstance</a></li> <li id="nav-pc.Model"><a href="pc.Model.html">Model</a></li> <li id="nav-pc.ModelComponent"><a href="pc.ModelComponent.html">ModelComponent</a></li> <li id="nav-pc.ModelComponentSystem"><a href="pc.ModelComponentSystem.html">ModelComponentSystem</a></li> <li id="nav-pc.ModelHandler"><a href="pc.ModelHandler.html">ModelHandler</a></li> <li id="nav-pc.Morph"><a href="pc.Morph.html">Morph</a></li> <li id="nav-pc.MorphInstance"><a href="pc.MorphInstance.html">MorphInstance</a></li> <li id="nav-pc.MorphTarget"><a href="pc.MorphTarget.html">MorphTarget</a></li> <li id="nav-pc.Mouse"><a href="pc.Mouse.html">Mouse</a></li> <li id="nav-pc.MouseEvent"><a href="pc.MouseEvent.html">MouseEvent</a></li> <li id="nav-pc.Node"><a href="pc.Node.html">Node</a></li> <li id="nav-pc.OrientedBox"><a href="pc.OrientedBox.html">OrientedBox</a></li> <li id="nav-pc.ParticleSystemComponent"><a href="pc.ParticleSystemComponent.html">ParticleSystemComponent</a></li> <li id="nav-pc.ParticleSystemComponentSystem"><a href="pc.ParticleSystemComponentSystem.html">ParticleSystemComponentSystem</a></li> <li id="nav-pc.Picker"><a href="pc.Picker.html">Picker</a></li> <li id="nav-pc.PostEffect"><a href="pc.PostEffect.html">PostEffect</a></li> <li id="nav-pc.PostEffectQueue"><a href="pc.PostEffectQueue.html">PostEffectQueue</a></li> <li id="nav-pc.Quat"><a href="pc.Quat.html">Quat</a></li> <li id="nav-pc.Ray"><a href="pc.Ray.html">Ray</a></li> <li id="nav-pc.RaycastResult"><a href="pc.RaycastResult.html">RaycastResult</a></li> <li id="nav-pc.RenderTarget"><a href="pc.RenderTarget.html">RenderTarget</a></li> <li id="nav-pc.ResourceHandler"><a href="pc.ResourceHandler.html">ResourceHandler</a></li> <li id="nav-pc.ResourceLoader"><a href="pc.ResourceLoader.html">ResourceLoader</a></li> <li id="nav-pc.RigidBodyComponent"><a href="pc.RigidBodyComponent.html">RigidBodyComponent</a></li> <li id="nav-pc.RigidBodyComponentSystem"><a href="pc.RigidBodyComponentSystem.html">RigidBodyComponentSystem</a></li> <li id="nav-pc.Scene"><a href="pc.Scene.html">Scene</a></li> <li id="nav-pc.SceneHandler"><a href="pc.SceneHandler.html">SceneHandler</a></li> <li id="nav-pc.ScopeId"><a href="pc.ScopeId.html">ScopeId</a></li> <li id="nav-pc.ScopeSpace"><a href="pc.ScopeSpace.html">ScopeSpace</a></li> <li id="nav-pc.ScreenComponent"><a href="pc.ScreenComponent.html">ScreenComponent</a></li> <li id="nav-pc.ScreenComponentSystem"><a href="pc.ScreenComponentSystem.html">ScreenComponentSystem</a></li> <li id="nav-pc.ScriptAttributes"><a href="pc.ScriptAttributes.html">ScriptAttributes</a></li> <li id="nav-pc.ScriptComponent"><a href="pc.ScriptComponent.html">ScriptComponent</a></li> <li id="nav-pc.ScriptComponentSystem"><a href="pc.ScriptComponentSystem.html">ScriptComponentSystem</a></li> <li id="nav-pc.ScriptHandler"><a href="pc.ScriptHandler.html">ScriptHandler</a></li> <li id="nav-pc.ScriptRegistry"><a href="pc.ScriptRegistry.html">ScriptRegistry</a></li> <li id="nav-pc.ScriptType"><a href="pc.ScriptType.html">ScriptType</a></li> <li id="nav-pc.ScrollbarComponent"><a href="pc.ScrollbarComponent.html">ScrollbarComponent</a></li> <li id="nav-pc.ScrollbarComponentSystem"><a href="pc.ScrollbarComponentSystem.html">ScrollbarComponentSystem</a></li> <li id="nav-pc.ScrollViewComponent"><a href="pc.ScrollViewComponent.html">ScrollViewComponent</a></li> <li id="nav-pc.ScrollViewComponentSystem"><a href="pc.ScrollViewComponentSystem.html">ScrollViewComponentSystem</a></li> <li id="nav-pc.Shader"><a href="pc.Shader.html">Shader</a></li> <li id="nav-pc.SingleContactResult"><a href="pc.SingleContactResult.html">SingleContactResult</a></li> <li id="nav-pc.Skeleton"><a href="pc.Skeleton.html">Skeleton</a></li> <li id="nav-pc.Skin"><a href="pc.Skin.html">Skin</a></li> <li id="nav-pc.SkinInstance"><a href="pc.SkinInstance.html">SkinInstance</a></li> <li id="nav-pc.Sound"><a href="pc.Sound.html">Sound</a></li> <li id="nav-pc.SoundComponent"><a href="pc.SoundComponent.html">SoundComponent</a></li> <li id="nav-pc.SoundComponentSystem"><a href="pc.SoundComponentSystem.html">SoundComponentSystem</a></li> <li id="nav-pc.SoundInstance"><a href="pc.SoundInstance.html">SoundInstance</a></li> <li id="nav-pc.SoundInstance3d"><a href="pc.SoundInstance3d.html">SoundInstance3d</a></li> <li id="nav-pc.SoundManager"><a href="pc.SoundManager.html">SoundManager</a></li> <li id="nav-pc.SoundSlot"><a href="pc.SoundSlot.html">SoundSlot</a></li> <li id="nav-pc.Sprite"><a href="pc.Sprite.html">Sprite</a></li> <li id="nav-pc.SpriteAnimationClip"><a href="pc.SpriteAnimationClip.html">SpriteAnimationClip</a></li> <li id="nav-pc.SpriteComponent"><a href="pc.SpriteComponent.html">SpriteComponent</a></li> <li id="nav-pc.SpriteComponentSystem"><a href="pc.SpriteComponentSystem.html">SpriteComponentSystem</a></li> <li id="nav-pc.SpriteHandler"><a href="pc.SpriteHandler.html">SpriteHandler</a></li> <li id="nav-pc.StandardMaterial"><a href="pc.StandardMaterial.html">StandardMaterial</a></li> <li id="nav-pc.StencilParameters"><a href="pc.StencilParameters.html">StencilParameters</a></li> <li id="nav-pc.Tags"><a href="pc.Tags.html">Tags</a></li> <li id="nav-pc.Texture"><a href="pc.Texture.html">Texture</a></li> <li id="nav-pc.TextureAtlas"><a href="pc.TextureAtlas.html">TextureAtlas</a></li> <li id="nav-pc.TextureAtlasHandler"><a href="pc.TextureAtlasHandler.html">TextureAtlasHandler</a></li> <li id="nav-pc.TextureHandler"><a href="pc.TextureHandler.html">TextureHandler</a></li> <li id="nav-pc.Touch"><a href="pc.Touch.html">Touch</a></li> <li id="nav-pc.TouchDevice"><a href="pc.TouchDevice.html">TouchDevice</a></li> <li id="nav-pc.TouchEvent"><a href="pc.TouchEvent.html">TouchEvent</a></li> <li id="nav-pc.TransformFeedback"><a href="pc.TransformFeedback.html">TransformFeedback</a></li> <li id="nav-pc.Vec2"><a href="pc.Vec2.html">Vec2</a></li> <li id="nav-pc.Vec3"><a href="pc.Vec3.html">Vec3</a></li> <li id="nav-pc.Vec4"><a href="pc.Vec4.html">Vec4</a></li> <li id="nav-pc.VertexAttributeDescription"><a href="pc.VertexAttributeDescription.html">VertexAttributeDescription</a></li> <li id="nav-pc.VertexAttributeElement"><a href="pc.VertexAttributeElement.html">VertexAttributeElement</a></li> <li id="nav-pc.VertexBuffer"><a href="pc.VertexBuffer.html">VertexBuffer</a></li> <li id="nav-pc.VertexFormat"><a href="pc.VertexFormat.html">VertexFormat</a></li> <li id="nav-pc.VertexIterator"><a href="pc.VertexIterator.html">VertexIterator</a></li> <li id="nav-pc.VertexIteratorAccessor"><a href="pc.VertexIteratorAccessor.html">VertexIteratorAccessor</a></li> <li id="nav-pc.XrInput"><a href="pc.XrInput.html">XrInput</a></li> <li id="nav-pc.XrInputSource"><a href="pc.XrInputSource.html">XrInputSource</a></li> <li id="nav-pc.XrManager"><a href="pc.XrManager.html">XrManager</a></li> </ul> </nav> <div class='sidebarToggle'><span></span>Class List</div> <main class="cls"> <h1>pc.RenderTarget</h1> <p><p>A render target is a rectangular rendering surface.</p></p> <pre><code class="javascript">// 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;</code></pre> <!-- summary --> <h1>Summary</h1> <!--type definitions--> <!--static properties--> <!--static methods--> <!--properties--> <h3>Properties</h3> <table class="properties"> <tr> <td><a href="#colorBuffer">colorBuffer</a></td><td><p>Color buffer set up on the render target.<span class='readonly'>[read only]</span></td> </tr> <tr> <td><a href="#depthBuffer">depthBuffer</a></td><td><p>Depth buffer set up on the render target.<span class='readonly'>[read only]</span></td> </tr> <tr> <td><a href="#face">face</a></td><td><p>If the render target is bound to a cubemap, this property specifies which face of the cubemap is rendered to.<span class='readonly'>[read only]</span></td> </tr> <tr> <td><a href="#height">height</a></td><td><p>Height of the render target in pixels.<span class='readonly'>[read only]</span></td> </tr> <tr> <td><a href="#width">width</a></td><td><p>Width of the render target in pixels.<span class='readonly'>[read only]</span></td> </tr> </table> <!--methods--> <h3>Methods</h3> <table class="properties"> <tr> <td><a href="#copy">copy</a></td><td><p>Copies color and/or depth contents of source render target to this one.</td> </tr> <tr> <td><a href="#destroy">destroy</a></td><td><p>Frees resources associated with this render target.</td> </tr> <tr> <td><a href="#resolve">resolve</a></td><td><p>If samples &gt; 1, resolves the anti-aliased render target (WebGL2 only).</td> </tr> </table> <!--events--> <h1>Details</h1> <!--type definitions--> <!--static members--> <!--static methods--> <h2>Constructor</h2> <!-- Constructor --> <div id="RenderTarget"> <h3 class="methodname">RenderTarget(options) <a class="font-icon" href="#RenderTarget">&#58216;</a></h3> <p><p>Creates a new render target. A color buffer or a depth buffer must be set.</p></p> <pre><code class="javascript">// 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;</code></pre> <h4>Parameters</h4> <table> <tr> <td>options</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object">object</a></td><td><p>Object for passing optional arguments.</p></td> </tr> <tr> <td>options.colorBuffer</td><td><a href="pc.Texture.html">pc.Texture</a></td><td><p>The texture that this render target will treat as a rendering surface.</p></td> </tr> <tr> <td>options.depth</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a></td><td><p>If set to true, depth buffer will be created. Defaults to true. Ignored if depthBuffer is defined.</p></td> </tr> <tr> <td>options.stencil</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a></td><td><p>If set to true, depth buffer will include stencil. Defaults to false. Ignored if depthBuffer is defined or depth is false.</p></td> </tr> <tr> <td>options.depthBuffer</td><td><a href="pc.Texture.html">pc.Texture</a></td><td><p>The texture that this render target will treat as a depth/stencil surface (WebGL2 only). If set, the 'depth' and 'stencil' properties are ignored. Texture must have pc.PIXELFORMAT_DEPTH or PIXELFORMAT_DEPTHSTENCIL format.</p></td> </tr> <tr> <td>options.samples</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></td><td><p>Number of hardware anti-aliasing samples (WebGL2 only). Default is 1.</p></td> </tr> <tr> <td>options.autoResolve</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a></td><td><p>If samples &gt; 1, enables or disables automatic MSAA resolve after rendering to this RT (see pc.RenderTarget#resolve). Defaults to true; Defaults to true.</p></td> </tr> <tr> <td>options.face</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></td><td><p>If the colorBuffer parameter is a cubemap, use this option to specify the face of the cubemap to render to. Can be:</p> <ul> <li><a href="pc.html#CUBEFACE_POSX">pc.CUBEFACE_POSX</a></li> <li><a href="pc.html#CUBEFACE_NEGX">pc.CUBEFACE_NEGX</a></li> <li><a href="pc.html#CUBEFACE_POSY">pc.CUBEFACE_POSY</a></li> <li><a href="pc.html#CUBEFACE_NEGY">pc.CUBEFACE_NEGY</a></li> <li><a href="pc.html#CUBEFACE_POSZ">pc.CUBEFACE_POSZ</a></li> <li><a href="pc.html#CUBEFACE_NEGZ">pc.CUBEFACE_NEGZ</a></li> </ul> <p>Defaults to pc.CUBEFACE_POSX.</p></td> </tr> </table> </div> <!--properties--> <h2>Properties</h2> <div id="colorBuffer"> <span class="property"><a href="pc.Texture.html">pc.Texture</a></span><span class="property">colorBuffer <a class="font-icon" href="#colorBuffer">&#58216;</a></span> <p><p>Color buffer set up on the render target.</p><span class='readonly'>[read only]</span></p> </div> <div id="depthBuffer"> <span class="property"><a href="pc.Texture.html">pc.Texture</a></span><span class="property">depthBuffer <a class="font-icon" href="#depthBuffer">&#58216;</a></span> <p><p>Depth buffer set up on the render target. Only available, if depthBuffer was set in constructor. Not available, if depth property was used instead.</p><span class='readonly'>[read only]</span></p> </div> <div id="face"> <span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">face <a class="font-icon" href="#face">&#58216;</a></span> <p><p>If the render target is bound to a cubemap, this property specifies which face of the cubemap is rendered to. Can be:</p> <ul> <li><a href="pc.html#CUBEFACE_POSX">pc.CUBEFACE_POSX</a></li> <li><a href="pc.html#CUBEFACE_NEGX">pc.CUBEFACE_NEGX</a></li> <li><a href="pc.html#CUBEFACE_POSY">pc.CUBEFACE_POSY</a></li> <li><a href="pc.html#CUBEFACE_NEGY">pc.CUBEFACE_NEGY</a></li> <li><a href="pc.html#CUBEFACE_POSZ">pc.CUBEFACE_POSZ</a></li> <li><a href="pc.html#CUBEFACE_NEGZ">pc.CUBEFACE_NEGZ</a></li> </ul><span class='readonly'>[read only]</span></p> </div> <div id="height"> <span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">height <a class="font-icon" href="#height">&#58216;</a></span> <p><p>Height of the render target in pixels.</p><span class='readonly'>[read only]</span></p> </div> <div id="width"> <span class="property"><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number">number</a></span><span class="property">width <a class="font-icon" href="#width">&#58216;</a></span> <p><p>Width of the render target in pixels.</p><span class='readonly'>[read only]</span></p> </div> <!--methods--> <h2>Methods</h2> <div id="copy"> <h3 class="methodname">copy(source, color, depth) <a class="font-icon" href="#copy">&#58216;</a></h3> <p><p>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.</p></p> <h4>Parameters</h4> <table> <tr> <td>source</td><td><a href="pc.RenderTarget.html">pc.RenderTarget</a></td><td><p>Source render target to copy from.</p></td> </tr> <tr> <td>color</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a></td><td><p>Copy color buffer.</p></td> </tr> <tr> <td>depth</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a></td><td><p>Copy depth buffer.</p></td> </tr> </table> <h4>Returns</h4> <a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a> <p>True if the copy was successfull, false otherwise.</p> </div> <div id="destroy"> <h3 class="methodname">destroy() <a class="font-icon" href="#destroy">&#58216;</a></h3> <p><p>Frees resources associated with this render target.</p></p> </div> <div id="resolve"> <h3 class="methodname">resolve(color, depth) <a class="font-icon" href="#resolve">&#58216;</a></h3> <p><p>If samples &gt; 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.</p></p> <h4>Parameters</h4> <table> <tr> <td>color</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a></td><td><p>Resolve color buffer.</p></td> </tr> <tr> <td>depth</td><td><a href="https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Boolean">boolean</a></td><td><p>Resolve depth buffer.</p></td> </tr> </table> </div> <!--events--> </main> </div> </body> </html>