Creates a new 2D render texture.
Pixel format of the texture. Format must be a valid uncompressed color format.
Width of the texture in pixels.
Height of the texture in pixels.
OptionalnumSamples: number
Number of samples contained per pixel.
OptionalcreateFlags: EnumValue<RenderTextureCreateFlag>
Flags using for controlling the creation of the render texture.
OptionaldepthStencilFormat: EnumValue<PixelFormat>
Format of the depth/stencil buffer, if createDepth is enabled. Format must be a valid depth/stencil format.
OptionaldpiScale: number
DPI scale of the device the texture will be displayed on.
OptionalisInternalConstructor: booleanCreates a new 2D render texture using an existing color texture, and no depth-stencil texture.
Color texture to render color data to.
OptionalisClearingOnCreate: boolean
True if the render texture should be cleared immediately upon creation.
OptionaldpiScale: number
DPI scale of the device the texture will be displayed on.
Creates a new 2D render texture using existing textures as render destinations.
Color texture to render color data to.
Optional depth/stencil texture to render depth/stencil data to.
OptionalisClearingOnCreate: boolean
True if the render texture should be cleared immediately upon creation.
OptionaldpiScale: number
DPI scale of the device the texture will be displayed on.
Creates a new 2D render texture using one or multiple color textures and no depth-stencil texture.
Color texture(s) to render color data to.
OptionalisClearingOnCreate: boolean
True if the render texture should be cleared immediately upon creation.
OptionaldpiScale: number
DPI scale of the device the texture will be displayed on.
Creates a new 2D render texture using one or multiple color textures and a depth/stencil texture.
Color texture(s) to render color data to.
Optional depth/stencil texture to render depth/stencil data to.
OptionalisClearingOnCreate: boolean
True if the render texture should be cleared immediately upon creation.
OptionaldpiScale: number
DPI scale of the device the texture will be displayed on.
Returns the primary color surface that contains rendered color data.
Returns the depth/stencil surface that contains rendered depth and stencil data.
Returns the DPI scale factor of the render texture.
Returns the DPI scale factor of the render texture.
Height of the render target, in pixels.
Returns true if the render target is a window.
Controls in what order is the render target rendered to compared to other render targets. Targets with higher priority will be rendered before ones with lower priority.
Controls how many samples are used for multisampling. (0 or 1 if multisampling is not used).
Width of the render target, in pixels.
Render target specialization that allows you to render into one or multiple textures. Such textures can then be used in other operations as GPU program input.
Note
Sim thread only. Retrieve core implementation from GetCore() for core thread only functionality.