Class RenderTexture

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.

Sim thread only. Retrieve core implementation from GetCore() for core thread only functionality.

Hierarchy (view full)

Constructors

  • Creates a new 2D render texture.

    Parameters

    • format: EnumValue<PixelFormat, number>

      Pixel format of the texture. Format must be a valid uncompressed color format.

    • width: number

      Width of the texture in pixels.

    • height: number

      Height of the texture in pixels.

    • OptionalnumSamples: number

      Number of samples contained per pixel.

    • OptionalcreateFlags: EnumValue<RenderTextureCreateFlag, number>

      Flags using for controlling the creation of the render texture.

    • OptionaldepthStencilFormat: EnumValue<PixelFormat, number>

      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: boolean

    Returns RenderTexture

  • Creates a new 2D render texture using an existing color texture, and no depth-stencil texture.

    Parameters

    • colorSurface: 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.

    Returns RenderTexture

  • Creates a new 2D render texture using existing textures as render destinations.

    Parameters

    • colorSurface: Texture

      Color texture to render color data to.

    • depthStencilSurface: Texture

      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 RenderTexture

  • Creates a new 2D render texture using one or multiple color textures and no depth-stencil texture.

    Parameters

    • colorSurfaces: readonly 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.

    Returns RenderTexture

  • Creates a new 2D render texture using one or multiple color textures and a depth/stencil texture.

    Parameters

    • colorSurfaces: readonly Texture[]

      Color texture(s) to render color data to.

    • depthStencilSurface: Texture

      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 RenderTexture

Accessors

  • get colorSurface(): Texture
  • Returns the primary color surface that contains rendered color data.

    Returns Texture

  • get depthStencilSurface(): Texture
  • Returns the depth/stencil surface that contains rendered depth and stencil data.

    Returns Texture

  • get dotsPerInch(): number
  • Returns the DPI scale factor of the render texture.

    Returns number

  • get dpiScale(): number
  • Returns the DPI scale factor of the render texture.

    Returns number

  • get gammaCorrection(): boolean
  • Returns boolean

  • get height(): number
  • Height of the render target, in pixels.

    Returns number

  • get isWindow(): boolean
  • Returns true if the render target is a window.

    Returns boolean

  • get priority(): number
  • 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.

    Returns number

  • set priority(value): void
  • Parameters

    • value: number

    Returns void

  • get sampleCount(): number
  • Controls how many samples are used for multisampling. (0 or 1 if multisampling is not used).

    Returns number

  • get width(): number
  • Width of the render target, in pixels.

    Returns number

Methods

  • Destroys the render target and unlinks its resources. Do not used the object after destruction.

    Returns void