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@babylonjs/core

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/** This file must only contain pure code and pure imports */ import { type Camera } from "../../Cameras/camera.pure.js"; /** * Class used to define an additional view for the engine * @see https://doc.babylonjs.com/features/featuresDeepDive/scene/multiCanvas */ export declare class EngineView { /** * A randomly generated unique id */ readonly id: string; /** Defines the canvas where to render the view */ target: HTMLCanvasElement; /** * Defines an optional camera or array of cameras used to render the view (will use active camera / cameras else) * Support for array of cameras @since */ camera?: Camera | Camera[]; /** Indicates if the destination view canvas should be cleared before copying the parent canvas. Can help if the scene clear color has alpha < 1 */ clearBeforeCopy?: boolean; /** Indicates if the view is enabled (true by default) */ enabled: boolean; /** Defines a custom function to handle canvas size changes. (the canvas to render into is provided to the callback) */ customResize?: (canvas: HTMLCanvasElement) => void; } /** * Register side effects for abstractEngineViews. * Safe to call multiple times; only the first call has an effect. */ export declare function RegisterAbstractEngineViews(): void;