This represents a depth renderer in Babylon. A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
Instantiates a depth renderer
The scene the renderer belongs to
The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
The camera to be used to render the depth map (default: scene's active camera)
Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
Get if the depth renderer is using packed depth or not
Specifiess that the depth renderer will only be used within the camera it is created for. This can help forcing its rendering during the camera processing.
Disposes of the depth renderer.
Gets the texture which the depth map will be written to.
The depth map texture
Creates the depth rendering effect and checks if the effect is ready.
The submesh to be used to render the depth map of
If multiple world instances should be used
if the depth renderer is ready to render the depth map
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