Interface RenderTexture2DOptions
interface RenderTexture2DOptions {
addressModeU?: GPUAddressMode;
addressModeV?: GPUAddressMode;
format?: GPUTextureFormat;
magFilter?: GPUFilterMode;
minFilter?: GPUFilterMode;
}
addressModeU?: GPUAddressMode;
addressModeV?: GPUAddressMode;
format?: GPUTextureFormat;
magFilter?: GPUFilterMode;
minFilter?: GPUFilterMode;
}
Properties
Optionaladdress Mode U
addressModeU?: GPUAddressMode
Address mode U. Default 'clamp-to-edge'.
Optionaladdress Mode V
addressModeV?: GPUAddressMode
Address mode V. Default 'clamp-to-edge'.
Optionalformat
format?: GPUTextureFormat
Color format. Default engine.format so it can be sampled and presented.
⚠️ Only the default engine.format is compatible with a SpriteRenderer
target (setSpriteRendererTarget): sprite pipelines are created with
engine.format, and a render pass whose color attachment format differs from
the bound pipeline fails WebGPU validation at pass begin. Override this only
for offscreen targets you render into by some OTHER means (a custom pass /
EffectRenderer), never as a sprite-render target.
Optionalmag Filter
magFilter?: GPUFilterMode
Mag filter. Default 'linear'.
Optionalmin Filter
minFilter?: GPUFilterMode
Min filter. Default 'linear'.
Sampler / format overrides for
createRenderTexture2D().