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Class MirrorTexture

Mirror texture can be used to simulate the view from a mirror in a scene. It will dynamically be rendered every frame to adapt to the camera point of view. You can then easily use it as a reflectionTexture on a flat surface. In case the surface is not a plane, please consider relying on reflection probes.

see

https://doc.babylonjs.com/how_to/reflect#mirrors

Hierarchy

Implements

Index

Constructors

Properties

Accessors

Methods

Constructors

constructor

  • new MirrorTexture(name: string, size: number | { height: number; width: number } | { ratio: number }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean): MirrorTexture
  • Instantiates a Mirror Texture. Mirror texture can be used to simulate the view from a mirror in a scene. It will dynamically be rendered every frame to adapt to the camera point of view. You can then easily use it as a reflectionTexture on a flat surface. In case the surface is not a plane, please consider relying on reflection probes.

    see

    https://doc.babylonjs.com/how_to/reflect#mirrors

    Parameters

    • name: string
    • size: number | { height: number; width: number } | { ratio: number }
    • scene: Scene
    • Optional generateMipMaps: boolean
    • Optional type: number
    • Optional samplingMode: number
    • Optional generateDepthBuffer: boolean

    Returns MirrorTexture

Properties

activeCameraSearch playground for activeCamera

activeCamera: Nullable<Camera>

Define the camera used to render the texture.

animationsSearch playground for animations

animations: Animation[]

Define the list of animation attached to the texture.

anisotropicFilteringLevelSearch playground for anisotropicFilteringLevel

anisotropicFilteringLevel: number

With compliant hardware and browser (supporting anisotropic filtering) this defines the level of anisotropic filtering in the texture. The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.

boundingBoxPositionSearch playground for boundingBoxPosition

boundingBoxPosition: Vector3

Gets or sets the center of the bounding box associated with the texture (when in cube mode) It must define where the camera used to render the texture is set

clearColorSearch playground for clearColor

clearColor: Color4

Define the clear color of the Render Target if it should be different from the scene.

coordinatesIndexSearch playground for coordinatesIndex

coordinatesIndex: number

Define the UV channel to use starting from 0 and defaulting to 0. This is part of the texture as textures usually maps to one uv set.

customIsReadyFunctionSearch playground for customIsReadyFunction

customIsReadyFunction: (mesh: AbstractMesh, refreshRate: number) => boolean

Override the mesh isReady function with your own one.

Type declaration

customRenderFunctionSearch playground for customRenderFunction

customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void

Override the render function of the texture with your own one.

Type declaration

delayLoadStateSearch playground for delayLoadState

delayLoadState: number

Define the current state of the loading sequence when in delayed load mode.

getAlphaFromRGBSearch playground for getAlphaFromRGB

getAlphaFromRGB: boolean

Defines if the alpha value should be determined via the rgb values. If true the luminance of the pixel might be used to find the corresponding alpha value.

getCustomRenderListSearch playground for getCustomRenderList

getCustomRenderList: (layerOrFace: number, renderList: Nullable<Immutable<Array<AbstractMesh>>>, renderListLength: number) => Nullable<Array<AbstractMesh>>

Use this function to overload the renderList array at rendering time. Return null to render with the current renderList, else return the list of meshes to use for rendering. For 2DArray RTT, layerOrFace is the index of the layer that is going to be rendered, else it is the faceIndex of the cube (if the RTT is a cube, else layerOrFace=0). The renderList passed to the function is the current render list (the one that will be used if the function returns null). The length of this list is passed through renderListLength: don't use renderList.length directly because the array can hold dummy elements!

Type declaration

homogeneousRotationInUVTransformSearch playground for homogeneousRotationInUVTransform

homogeneousRotationInUVTransform: boolean

Sets this property to true to avoid deformations when rotating the texture with non-uniform scaling

ignoreCameraViewportSearch playground for ignoreCameraViewport

ignoreCameraViewport: boolean

Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.

inspectableCustomPropertiesSearch playground for inspectableCustomProperties

inspectableCustomProperties: Nullable<IInspectable[]>

List of inspectable custom properties (used by the Inspector)

see

https://doc.babylonjs.com/how_to/debug_layer#extensibility

invertZSearch playground for invertZ

invertZ: boolean

Is Z inverted in the texture (useful in a cube texture).

isRenderTargetSearch playground for isRenderTarget

isRenderTarget: boolean

Define if the texture is a render target.

levelSearch playground for level

level: number

Intensity or strength of the texture. It is commonly used by materials to fine tune the intensity of the texture

metadataSearch playground for metadata

metadata: any

Gets or sets an object used to store user defined information.

mirrorPlaneSearch playground for mirrorPlane

mirrorPlane: Plane

Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector. It is possible to directly set the mirrorPlane by directly using a Plane(a, b, c, d) where a, b and c give the plane normal vector (a, b, c) and d is a scalar displacement from the mirrorPlane to the origin. However in all but the very simplest of situations it is more straight forward to set it to the reflector as stated in the doc.

see

https://doc.babylonjs.com/how_to/reflect#mirrors

nameSearch playground for name

name: string

Define the name of the texture.

onAfterRenderObservableSearch playground for onAfterRenderObservable

onAfterRenderObservable: Observable<number>

An event triggered after rendering the texture

onAfterUnbindObservableSearch playground for onAfterUnbindObservable

onAfterUnbindObservable: Observable<RenderTargetTexture>

An event triggered when the texture is unbind.

onBeforeBindObservableSearch playground for onBeforeBindObservable

onBeforeBindObservable: Observable<RenderTargetTexture>

An event triggered when the texture is unbind.

onBeforeRenderObservableSearch playground for onBeforeRenderObservable

onBeforeRenderObservable: Observable<number>

An event triggered before rendering the texture

onClearObservableSearch playground for onClearObservable

onClearObservable: Observable<Engine>

An event triggered after the texture clear

onDisposeObservableSearch playground for onDisposeObservable

onDisposeObservable: Observable<BaseTexture>

An event triggered when the texture is disposed.

onLoadObservableSearch playground for onLoadObservable

onLoadObservable: Observable<Texture>

Observable triggered once the texture has been loaded.

onResizeObservableSearch playground for onResizeObservable

onResizeObservable: Observable<RenderTargetTexture>

An event triggered when the texture is resized.

renderListPredicateSearch playground for renderListPredicate

renderListPredicate: (AbstractMesh: AbstractMesh) => boolean

Use this predicate to dynamically define the list of mesh you want to render. If set, the renderList property will be overwritten.

Type declaration

renderParticlesSearch playground for renderParticles

renderParticles: boolean

Define if particles should be rendered in your texture.

renderSpritesSearch playground for renderSprites

renderSprites: boolean

Define if sprites should be rendered in your texture.

reservedDataStoreSearch playground for reservedDataStore

reservedDataStore: any

For internal use only. Please do not use.

uAngSearch playground for uAng

uAng: number

Define an offset on the texture to rotate around the u coordinates of the UVs

see

https://doc.babylonjs.com/how_to/more_materials

uOffsetSearch playground for uOffset

uOffset: number

Define an offset on the texture to offset the u coordinates of the UVs

see

https://doc.babylonjs.com/how_to/more_materials#offsetting

uRotationCenterSearch playground for uRotationCenter

uRotationCenter: number

Defines the center of rotation (U)

uScaleSearch playground for uScale

uScale: number

Define an offset on the texture to scale the u coordinates of the UVs

see

https://doc.babylonjs.com/how_to/more_materials#tiling

uniqueIdSearch playground for uniqueId

uniqueId: number

Gets or sets the unique id of the texture

urlSearch playground for url

url: Nullable<string>

Define the url of the texture.

useCameraPostProcessesSearch playground for useCameraPostProcesses

useCameraPostProcesses: boolean

Define if camera post processes should be use while rendering the texture.

vAngSearch playground for vAng

vAng: number

Define an offset on the texture to rotate around the v coordinates of the UVs

see

https://doc.babylonjs.com/how_to/more_materials

vOffsetSearch playground for vOffset

vOffset: number

Define an offset on the texture to offset the v coordinates of the UVs

see

https://doc.babylonjs.com/how_to/more_materials#offsetting

vRotationCenterSearch playground for vRotationCenter

vRotationCenter: number

Defines the center of rotation (V)

vScaleSearch playground for vScale

vScale: number

Define an offset on the texture to scale the v coordinates of the UVs

see

https://doc.babylonjs.com/how_to/more_materials#tiling

wAngSearch playground for wAng

wAng: number

Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)

see

https://doc.babylonjs.com/how_to/more_materials

wRotationCenterSearch playground for wRotationCenter

wRotationCenter: number

Defines the center of rotation (W)

wrapRSearch playground for wrapR

wrapR: number
Value Type Description
0 CLAMP_ADDRESSMODE
1 WRAP_ADDRESSMODE
2 MIRROR_ADDRESSMODE

Static Readonly BILINEAR_SAMPLINGMODESearch playground for BILINEAR_SAMPLINGMODE

BILINEAR_SAMPLINGMODE: number

Bilinear is mag = linear and min = linear and mip = nearest

Static Readonly CLAMP_ADDRESSMODESearch playground for CLAMP_ADDRESSMODE

CLAMP_ADDRESSMODE: number

Texture is not repeating outside of 0..1 UVs

Static Readonly CUBIC_MODESearch playground for CUBIC_MODE

CUBIC_MODE: number

Cubic coordinates mode

Static DEFAULT_ANISOTROPIC_FILTERING_LEVELSearch playground for DEFAULT_ANISOTROPIC_FILTERING_LEVEL

DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number

Default anisotropic filtering level for the application. It is set to 4 as a good tradeoff between perf and quality.

Static Readonly EQUIRECTANGULAR_MODESearch playground for EQUIRECTANGULAR_MODE

EQUIRECTANGULAR_MODE: number

Equirectangular coordinates mode

Static Readonly EXPLICIT_MODESearch playground for EXPLICIT_MODE

EXPLICIT_MODE: number

Explicit coordinates mode

Static Readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODESearch playground for FIXED_EQUIRECTANGULAR_MIRRORED_MODE

FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number

Equirectangular Fixed Mirrored coordinates mode

Static Readonly FIXED_EQUIRECTANGULAR_MODESearch playground for FIXED_EQUIRECTANGULAR_MODE

FIXED_EQUIRECTANGULAR_MODE: number

Equirectangular Fixed coordinates mode

Static ForceSerializeBuffersSearch playground for ForceSerializeBuffers

ForceSerializeBuffers: boolean

Gets or sets a general boolean used to indicate that texture buffers must be saved as part of the serialization process. If no buffer exists, one will be created as base64 string from the internal webgl data.

Static Readonly INVCUBIC_MODESearch playground for INVCUBIC_MODE

INVCUBIC_MODE: number

Inverse Cubic coordinates mode

Static Readonly LINEAR_LINEARSearch playground for LINEAR_LINEAR

LINEAR_LINEAR: number

mag = linear and min = linear and mip = none

Static Readonly LINEAR_LINEAR_MIPLINEARSearch playground for LINEAR_LINEAR_MIPLINEAR

LINEAR_LINEAR_MIPLINEAR: number

Trilinear is mag = linear and min = linear and mip = linear

Static Readonly LINEAR_LINEAR_MIPNEARESTSearch playground for LINEAR_LINEAR_MIPNEAREST

LINEAR_LINEAR_MIPNEAREST: number

Bilinear is mag = linear and min = linear and mip = nearest

Static Readonly LINEAR_NEARESTSearch playground for LINEAR_NEAREST

LINEAR_NEAREST: number

mag = linear and min = nearest and mip = none

Static Readonly LINEAR_NEAREST_MIPLINEARSearch playground for LINEAR_NEAREST_MIPLINEAR

LINEAR_NEAREST_MIPLINEAR: number

mag = linear and min = nearest and mip = linear

Static Readonly LINEAR_NEAREST_MIPNEARESTSearch playground for LINEAR_NEAREST_MIPNEAREST

LINEAR_NEAREST_MIPNEAREST: number

mag = linear and min = nearest and mip = nearest

Static Readonly MIRROR_ADDRESSMODESearch playground for MIRROR_ADDRESSMODE

MIRROR_ADDRESSMODE: number

Texture is repeating and mirrored

Static Readonly NEAREST_LINEARSearch playground for NEAREST_LINEAR

NEAREST_LINEAR: number

mag = nearest and min = linear and mip = none

Static Readonly NEAREST_LINEAR_MIPLINEARSearch playground for NEAREST_LINEAR_MIPLINEAR

NEAREST_LINEAR_MIPLINEAR: number

mag = nearest and min = linear and mip = linear

Static Readonly NEAREST_LINEAR_MIPNEARESTSearch playground for NEAREST_LINEAR_MIPNEAREST

NEAREST_LINEAR_MIPNEAREST: number

mag = nearest and min = linear and mip = nearest

Static Readonly NEAREST_NEARESTSearch playground for NEAREST_NEAREST

NEAREST_NEAREST: number

mag = nearest and min = nearest and mip = none

Static Readonly NEAREST_NEAREST_MIPLINEARSearch playground for NEAREST_NEAREST_MIPLINEAR

NEAREST_NEAREST_MIPLINEAR: number

nearest is mag = nearest and min = nearest and mip = linear

Static Readonly NEAREST_NEAREST_MIPNEARESTSearch playground for NEAREST_NEAREST_MIPNEAREST

NEAREST_NEAREST_MIPNEAREST: number

mag = nearest and min = nearest and mip = nearest

Static Readonly NEAREST_SAMPLINGMODESearch playground for NEAREST_SAMPLINGMODE

NEAREST_SAMPLINGMODE: number

nearest is mag = nearest and min = nearest and mip = linear

Static Readonly PLANAR_MODESearch playground for PLANAR_MODE

PLANAR_MODE: number

Planar coordinates mode

Static Readonly PROJECTION_MODESearch playground for PROJECTION_MODE

PROJECTION_MODE: number

Projection coordinates mode

Static Readonly REFRESHRATE_RENDER_ONCESearch playground for REFRESHRATE_RENDER_ONCE

REFRESHRATE_RENDER_ONCE: number

The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.

Static Readonly REFRESHRATE_RENDER_ONEVERYFRAMESearch playground for REFRESHRATE_RENDER_ONEVERYFRAME

REFRESHRATE_RENDER_ONEVERYFRAME: number

The texture will only be rendered rendered every frame and is recommended for dynamic contents.

Static Readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMESSearch playground for REFRESHRATE_RENDER_ONEVERYTWOFRAMES

REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number

The texture will be rendered every 2 frames which could be enough if your dynamic objects are not the central point of your effect and can save a lot of performances.

Static Readonly SKYBOX_MODESearch playground for SKYBOX_MODE

SKYBOX_MODE: number

Inverse Cubic coordinates mode

Static Readonly SPHERICAL_MODESearch playground for SPHERICAL_MODE

SPHERICAL_MODE: number

Spherical coordinates mode

Static SerializeBuffersSearch playground for SerializeBuffers

SerializeBuffers: boolean

Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process

Static Readonly TRILINEAR_SAMPLINGMODESearch playground for TRILINEAR_SAMPLINGMODE

TRILINEAR_SAMPLINGMODE: number

Trilinear is mag = linear and min = linear and mip = linear

Static UseSerializedUrlIfAnySearch playground for UseSerializedUrlIfAny

UseSerializedUrlIfAny: boolean

Gets or sets a boolean which defines if the texture url must be build from the serialized URL instead of just using the name and loading them side by side with the scene file

Static Readonly WRAP_ADDRESSMODESearch playground for WRAP_ADDRESSMODE

WRAP_ADDRESSMODE: number

Texture is repeating outside of 0..1 UVs

Accessors

adaptiveBlurKernel

  • set adaptiveBlurKernel(value: number): any
  • Define the adaptive blur kernel used to blur the reflection if needed. This will autocompute the closest best match for the blurKernel

    Parameters

    • value: number

    Returns any

blurKernel

  • set blurKernel(value: number): any
  • Define the blur kernel used to blur the reflection if needed. Please consider using adaptiveBlurKernel as it could find the closest best value for you.

    Parameters

    • value: number

    Returns any

blurKernelX

  • get blurKernelX(): number
  • set blurKernelX(value: number): any
  • Define the blur kernel on the X Axis used to blur the reflection if needed. Please consider using adaptiveBlurKernel as it could find the closest best value for you.

    Returns number

  • Define the blur kernel on the X Axis used to blur the reflection if needed. Please consider using adaptiveBlurKernel as it could find the closest best value for you.

    Parameters

    • value: number

    Returns any

blurKernelY

  • get blurKernelY(): number
  • set blurKernelY(value: number): any
  • Define the blur kernel on the Y Axis used to blur the reflection if needed. Please consider using adaptiveBlurKernel as it could find the closest best value for you.

    Returns number

  • Define the blur kernel on the Y Axis used to blur the reflection if needed. Please consider using adaptiveBlurKernel as it could find the closest best value for you.

    Parameters

    • value: number

    Returns any

blurRatio

  • get blurRatio(): number
  • set blurRatio(value: number): any
  • Define the blur ratio used to blur the reflection if needed.

    Returns number

  • Define the blur ratio used to blur the reflection if needed.

    Parameters

    • value: number

    Returns any

boundingBoxSize

  • get boundingBoxSize(): Vector3
  • set boundingBoxSize(value: Vector3): any

canRescale

  • get canRescale(): boolean

coordinatesMode

  • get coordinatesMode(): number
  • set coordinatesMode(value: number): any
  • How a texture is mapped.

    Value Type Description
    0 EXPLICIT_MODE
    1 SPHERICAL_MODE
    2 PLANAR_MODE
    3 CUBIC_MODE
    4 PROJECTION_MODE
    5 SKYBOX_MODE
    6 INVCUBIC_MODE
    7 EQUIRECTANGULAR_MODE
    8 FIXED_EQUIRECTANGULAR_MODE
    9 FIXED_EQUIRECTANGULAR_MIRRORED_MODE

    Returns number

  • How a texture is mapped.

    Value Type Description
    0 EXPLICIT_MODE
    1 SPHERICAL_MODE
    2 PLANAR_MODE
    3 CUBIC_MODE
    4 PROJECTION_MODE
    5 SKYBOX_MODE
    6 INVCUBIC_MODE
    7 EQUIRECTANGULAR_MODE
    8 FIXED_EQUIRECTANGULAR_MODE
    9 FIXED_EQUIRECTANGULAR_MIRRORED_MODE

    Parameters

    • value: number

    Returns any

depthStencilTexture

gammaSpace

  • get gammaSpace(): boolean
  • set gammaSpace(gamma: boolean): any
  • Define if the texture contains data in gamma space (most of the png/jpg aside bump). HDR texture are usually stored in linear space. This only impacts the PBR and Background materials

    Returns boolean

  • Define if the texture contains data in gamma space (most of the png/jpg aside bump). HDR texture are usually stored in linear space. This only impacts the PBR and Background materials

    Parameters

    • gamma: boolean

    Returns any

hasAlpha

  • get hasAlpha(): boolean
  • set hasAlpha(value: boolean): any
  • Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).

    Returns boolean

  • Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).

    Parameters

    • value: boolean

    Returns any

invertY

  • get invertY(): boolean
  • Gets a boolean indicating if the texture needs to be inverted on the y axis during loading

    Returns boolean

irradianceTexture

  • In case a better definition than spherical harmonics is required for the diffuse part of the environment. You can set the irradiance texture to rely on a texture instead of the spherical approach. This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).

    Returns Nullable<BaseTexture>

  • In case a better definition than spherical harmonics is required for the diffuse part of the environment. You can set the irradiance texture to rely on a texture instead of the spherical approach. This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).

    Parameters

    Returns any

is2DArray

  • get is2DArray(): boolean
  • set is2DArray(value: boolean): any
  • Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.

    Returns boolean

  • Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.

    Parameters

    • value: boolean

    Returns any

is3D

  • get is3D(): boolean
  • set is3D(value: boolean): any
  • Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.

    Returns boolean

  • Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.

    Parameters

    • value: boolean

    Returns any

isBlocking

  • get isBlocking(): boolean
  • set isBlocking(value: boolean): any
  • Is the texture preventing material to render while loading. If false, a default texture will be used instead of the loading one during the preparation step.

    Returns boolean

  • Is the texture preventing material to render while loading. If false, a default texture will be used instead of the loading one during the preparation step.

    Parameters

    • value: boolean

    Returns any

isCube

  • get isCube(): boolean
  • set isCube(value: boolean): any
  • Define if the texture is a cube texture or if false a 2d texture.

    Returns boolean

  • Define if the texture is a cube texture or if false a 2d texture.

    Parameters

    • value: boolean

    Returns any

isRGBD

  • get isRGBD(): boolean
  • set isRGBD(value: boolean): any
  • Gets or sets whether or not the texture contains RGBD data.

    Returns boolean

  • Gets or sets whether or not the texture contains RGBD data.

    Parameters

    • value: boolean

    Returns any

linearSpecularLOD

  • get linearSpecularLOD(): boolean
  • set linearSpecularLOD(value: boolean): any
  • With prefiltered texture, defined if the specular generation is based on a linear ramp. By default we are using a log2 of the linear roughness helping to keep a better resolution for average roughness values.

    Returns boolean

  • With prefiltered texture, defined if the specular generation is based on a linear ramp. By default we are using a log2 of the linear roughness helping to keep a better resolution for average roughness values.

    Parameters

    • value: boolean

    Returns any

lodGenerationOffset

  • get lodGenerationOffset(): number
  • set lodGenerationOffset(value: number): any
  • With prefiltered texture, defined the offset used during the prefiltering steps.

    Returns number

  • With prefiltered texture, defined the offset used during the prefiltering steps.

    Parameters

    • value: number

    Returns any

lodGenerationScale

  • get lodGenerationScale(): number
  • set lodGenerationScale(value: number): any
  • With prefiltered texture, defined the scale used during the prefiltering steps.

    Returns number

  • With prefiltered texture, defined the scale used during the prefiltering steps.

    Parameters

    • value: number

    Returns any

mimeType

  • get mimeType(): string | undefined
  • Returns the texture mime type if it was defined by a loader (undefined else)

    Returns string | undefined

noMipmap

  • get noMipmap(): boolean

onAfterRender

  • set onAfterRender(callback: (faceIndex: number) => void): any
  • Set a after render callback in the texture. This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.

    Parameters

    • callback: (faceIndex: number) => void
        • (faceIndex: number): void
        • Parameters

          • faceIndex: number

          Returns void

    Returns any

onAfterUnbind

  • set onAfterUnbind(callback: () => void): any
  • Set a after unbind callback in the texture. This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.

    Parameters

    • callback: () => void
        • (): void
        • Returns void

    Returns any

onBeforeRender

  • set onBeforeRender(callback: (faceIndex: number) => void): any
  • Set a before render callback in the texture. This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.

    Parameters

    • callback: (faceIndex: number) => void
        • (faceIndex: number): void
        • Parameters

          • faceIndex: number

          Returns void

    Returns any

onClear

  • set onClear(callback: (Engine: Engine) => void): any
  • Set a clear callback in the texture. This has been kept for backward compatibility and use of onClearObservable is recommended.

    Parameters

    • callback: (Engine: Engine) => void
        • Parameters

          Returns void

    Returns any

onDispose

  • set onDispose(callback: () => void): any
  • Callback triggered when the texture has been disposed. Kept for back compatibility, you can use the onDisposeObservable instead.

    Parameters

    • callback: () => void
        • (): void
        • Returns void

    Returns any

postProcesses

refreshRate

  • get refreshRate(): number
  • set refreshRate(value: number): any
  • Define the refresh rate of the texture or the rendering frequency. Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...

    Returns number

  • Define the refresh rate of the texture or the rendering frequency. Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...

    Parameters

    • value: number

    Returns any

renderList

renderTargetOptions

samples

  • get samples(): number
  • set samples(value: number): any
  • Define the number of samples to use in case of MSAA. It defaults to one meaning no MSAA has been enabled.

    Returns number

  • Define the number of samples to use in case of MSAA. It defaults to one meaning no MSAA has been enabled.

    Parameters

    • value: number

    Returns any

samplingMode

  • get samplingMode(): number
  • Get the current sampling mode associated with the texture.

    Returns number

textureFormat

  • get textureFormat(): number
  • Get the texture underlying format (RGB, RGBA...)

    Returns number

textureType

  • get textureType(): number
  • Get the texture underlying type (INT, FLOAT...)

    Returns number

uid

  • get uid(): string
  • Define the unique id of the texture in the scene.

    Returns string

wrapU

  • get wrapU(): number
  • set wrapU(value: number): any
  • Value Type Description
    0 CLAMP_ADDRESSMODE
    1 WRAP_ADDRESSMODE
    2 MIRROR_ADDRESSMODE

    Returns number

  • Value Type Description
    0 CLAMP_ADDRESSMODE
    1 WRAP_ADDRESSMODE
    2 MIRROR_ADDRESSMODE

    Parameters

    • value: number

    Returns any

wrapV

  • get wrapV(): number
  • set wrapV(value: number): any
  • Value Type Description
    0 CLAMP_ADDRESSMODE
    1 WRAP_ADDRESSMODE
    2 MIRROR_ADDRESSMODE

    Returns number

  • Value Type Description
    0 CLAMP_ADDRESSMODE
    1 WRAP_ADDRESSMODE
    2 MIRROR_ADDRESSMODE

    Parameters

    • value: number

    Returns any

Methods

addPostProcessSearch playground for addPostProcess

  • Adds a post process to the render target rendering passes.

    Parameters

    • postProcess: PostProcess

      define the post process to add

    Returns void

checkTransformsAreIdenticalSearch playground for checkTransformsAreIdentical

clearPostProcessesSearch playground for clearPostProcesses

  • clearPostProcesses(dispose?: boolean): void
  • Clear all the post processes attached to the render target

    Parameters

    • Optional dispose: boolean

      define if the cleared post processes should also be disposed (false by default)

    Returns void

cloneSearch playground for clone

createDepthStencilTextureSearch playground for createDepthStencilTexture

  • createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean, samples?: number): void
  • Creates a depth stencil texture. This is only available in WebGL 2 or with the depth texture extension available.

    Parameters

    • Optional comparisonFunction: number

      Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode

    • Optional bilinearFiltering: boolean

      Specifies whether or not bilinear filtering is enable on the texture

    • Optional generateStencil: boolean

      Specifies whether or not a stencil should be allocated in the texture

    • Optional samples: number

      sample count of the depth/stencil texture

    Returns void

disableRescalingSearch playground for disableRescaling

  • disableRescaling(): void
  • Don't allow this render target texture to rescale. Mainly used to prevent rescaling by the scene optimizer.

    Returns void

disposeSearch playground for dispose

  • dispose(): void
  • Dispose the texture and release its associated resources.

    Returns void

disposeFramebufferObjectsSearch playground for disposeFramebufferObjects

  • disposeFramebufferObjects(): void
  • This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore

    Returns void

freeRenderingGroupsSearch playground for freeRenderingGroups

  • freeRenderingGroups(): void
  • Clear the info related to rendering groups preventing retention point in material dispose.

    Returns void

getBaseSizeSearch playground for getBaseSize

  • Get the base size of the texture. It can be different from the size if the texture has been resized for POT for instance

    Returns ISize

    the base size

getClassNameSearch playground for getClassName

  • getClassName(): string
  • Get the current class name of the texture useful for serialization or dynamic coding.

    Returns string

    "Texture"

getInternalTextureSearch playground for getInternalTexture

getReflectionTextureMatrixSearch playground for getReflectionTextureMatrix

  • getReflectionTextureMatrix(): Matrix

getRenderHeightSearch playground for getRenderHeight

  • getRenderHeight(): number
  • Gets the actual render height of the texture.

    Returns number

    the height of the render size

getRenderLayersSearch playground for getRenderLayers

  • getRenderLayers(): number
  • Gets the actual number of layers of the texture.

    Returns number

    the number of layers

getRenderSizeSearch playground for getRenderSize

  • getRenderSize(): number
  • Gets the actual render size of the texture.

    Returns number

    the width of the render size

getRenderWidthSearch playground for getRenderWidth

  • getRenderWidth(): number
  • Gets the actual render width of the texture.

    Returns number

    the width of the render size

getSceneSearch playground for getScene

  • Get the scene the texture belongs to.

    Returns Nullable<Scene>

    the scene or null if undefined

getSizeSearch playground for getSize

  • Get the size of the texture.

    Returns ISize

    the texture size.

getTextureMatrixSearch playground for getTextureMatrix

  • getTextureMatrix(uBase?: number): Matrix
  • Get the current texture matrix which includes the requested offsetting, tiling and rotation components.

    Parameters

    • Optional uBase: number

    Returns Matrix

    the transform matrix of the texture.

getViewCountSearch playground for getViewCount

  • getViewCount(): number
  • Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)

    Returns number

    the view count

isReadySearch playground for isReady

  • isReady(): boolean
  • Get if the texture is ready to be used (downloaded, converted, mip mapped...).

    Returns boolean

    true if fully ready

isReadyOrNotBlockingSearch playground for isReadyOrNotBlocking

  • isReadyOrNotBlocking(): boolean
  • Get if the texture is ready to be consumed (either it is ready or it is not blocking)

    Returns boolean

    true if ready or not blocking

readPixelsSearch playground for readPixels

  • readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>, flushRenderer?: boolean): Nullable<Promise<ArrayBufferView>>
  • Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer. This will returns an RGBA array buffer containing either in values (0-255) or float values (0-1) depending of the underlying buffer type.

    Parameters

    • Optional faceIndex: number

      defines the face of the texture to read (in case of cube texture)

    • Optional level: number

      defines the LOD level of the texture to read (in case of Mip Maps)

    • Optional buffer: Nullable<ArrayBufferView>

      defines a user defined buffer to fill with data (can be null)

    • Optional flushRenderer: boolean

      true to flush the renderer from the pending commands before reading the pixels

    Returns Nullable<Promise<ArrayBufferView>>

    The Array buffer promise containing the pixels data.

releaseInternalTextureSearch playground for releaseInternalTexture

  • releaseInternalTexture(): void
  • Release and destroy the underlying lower level texture aka internalTexture.

    Returns void

removePostProcessSearch playground for removePostProcess

  • Remove one of the post process from the list of attached post processes to the texture

    Parameters

    • postProcess: PostProcess

      define the post process to remove from the list

    Returns void

renderSearch playground for render

  • render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void
  • Renders all the objects from the render list into the texture.

    Parameters

    • Optional useCameraPostProcess: boolean

      Define if camera post processes should be used during the rendering

    • Optional dumpForDebug: boolean

      Define if the rendering result should be dumped (copied) for debugging purpose

    Returns void

resetRefreshCounterSearch playground for resetRefreshCounter

  • resetRefreshCounter(): void
  • Resets the refresh counter of the texture and start bak from scratch. Could be useful to regenerate the texture if it is setup to render only once.

    Returns void

resizeSearch playground for resize

  • resize(size: number | { height: number; width: number } | { ratio: number }): void
  • Resize the texture to a new desired size. Be careful as it will recreate all the data in the new texture.

    Parameters

    • size: number | { height: number; width: number } | { ratio: number }

      Define the new size. It can be:

      • a number for squared texture,
      • an object containing { width: number, height: number }
      • or an object containing a ratio { ratio: number }

    Returns void

scaleSearch playground for scale

  • scale(ratio: number): void
  • Resize the texture using a ratio.

    Parameters

    • ratio: number

      the ratio to apply to the texture size in order to compute the new target size

    Returns void

serializeSearch playground for serialize

  • serialize(): any
  • Serialize the texture to a JSON representation you could use in Parse later on

    Returns any

    the serialized JSON representation

setRenderingAutoClearDepthStencilSearch playground for setRenderingAutoClearDepthStencil

  • setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void
  • Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.

    Parameters

    • renderingGroupId: number

      The rendering group id corresponding to its index

    • autoClearDepthStencil: boolean

      Automatically clears depth and stencil between groups if true.

    Returns void

setRenderingOrderSearch playground for setRenderingOrder

  • Overrides the default sort function applied in the rendering group to prepare the meshes. This allowed control for front to back rendering or reversely depending of the special needs.

    Parameters

    • renderingGroupId: number

      The rendering group id corresponding to its index

    • Optional opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>

      The opaque queue comparison function use to sort.

    • Optional alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>

      The alpha test queue comparison function use to sort.

    • Optional transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>

      The transparent queue comparison function use to sort.

    Returns void

toStringSearch playground for toString

  • toString(): string
  • Return a string representation of the texture.

    Returns string

    the texture as a string

updateSamplingModeSearch playground for updateSamplingMode

  • updateSamplingMode(samplingMode: number): void
  • Update the sampling mode of the texture. Default is Trilinear mode.

    Value Type Description
    1 NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR Nearest is: mag = nearest, min = nearest, mip = linear
    2 BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST Bilinear is: mag = linear, min = linear, mip = nearest
    3 TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR Trilinear is: mag = linear, min = linear, mip = linear
    4 NEAREST_NEAREST_MIPNEAREST
    5 NEAREST_LINEAR_MIPNEAREST
    6 NEAREST_LINEAR_MIPLINEAR
    7 NEAREST_LINEAR
    8 NEAREST_NEAREST
    9 LINEAR_NEAREST_MIPNEAREST
    10 LINEAR_NEAREST_MIPLINEAR
    11 LINEAR_LINEAR
    12 LINEAR_NEAREST

    mag: magnification filter (close to the viewer) min: minification filter (far from the viewer) mip: filter used between mip map levels

    Parameters

    • samplingMode: number

      Define the new sampling mode of the texture

    Returns void

updateURLSearch playground for updateURL

  • updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void
  • Update the url (and optional buffer) of this texture if url was null during construction.

    Parameters

    • url: string

      the url of the texture

    • Optional buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>

      the buffer of the texture (defaults to null)

    • Optional onLoad: () => void

      callback called when the texture is loaded (defaults to null)

        • (): void
        • Returns void

    Returns void

Static CreateFromBase64StringSearch playground for CreateFromBase64String

  • CreateFromBase64String(data: string, name: string, scene: Scene, noMipmapOrOptions?: boolean | ITextureCreationOptions, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number, creationFlags?: number): Texture
  • Creates a texture from its base 64 representation.

    Parameters

    • data: string

      Define the base64 payload without the data: prefix

    • name: string

      Define the name of the texture in the scene useful fo caching purpose for instance

    • scene: Scene

      Define the scene the texture should belong to

    • Optional noMipmapOrOptions: boolean | ITextureCreationOptions

      defines if the texture will require mip maps or not or set of all options to create the texture

    • Optional invertY: boolean

      define if the texture needs to be inverted on the y axis during loading

    • Optional samplingMode: number

      define the sampling mode we want for the texture while fetching from it (Texture.NEAREST_SAMPLINGMODE...)

    • Optional onLoad: Nullable<() => void>

      define a callback triggered when the texture has been loaded

    • Optional onError: Nullable<() => void>

      define a callback triggered when an error occurred during the loading session

    • Optional format: number

      define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)

    • Optional creationFlags: number

      specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)

    Returns Texture

    the created texture

Static LoadFromDataStringSearch playground for LoadFromDataString

  • LoadFromDataString(name: string, buffer: any, scene: Scene, deleteBuffer?: boolean, noMipmapOrOptions?: boolean | ITextureCreationOptions, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, format?: number, creationFlags?: number): Texture
  • Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)

    Parameters

    • name: string

      Define the name of the texture in the scene useful fo caching purpose for instance

    • buffer: any

      define the buffer to load the texture from in case the texture is loaded from a buffer representation

    • scene: Scene

      Define the scene the texture should belong to

    • Optional deleteBuffer: boolean

      define if the buffer we are loading the texture from should be deleted after load

    • Optional noMipmapOrOptions: boolean | ITextureCreationOptions

      defines if the texture will require mip maps or not or set of all options to create the texture

    • Optional invertY: boolean

      define if the texture needs to be inverted on the y axis during loading

    • Optional samplingMode: number

      define the sampling mode we want for the texture while fetching from it (Texture.NEAREST_SAMPLINGMODE...)

    • Optional onLoad: Nullable<() => void>

      define a callback triggered when the texture has been loaded

    • Optional onError: Nullable<(message?: string, exception?: any) => void>

      define a callback triggered when an error occurred during the loading session

    • Optional format: number

      define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)

    • Optional creationFlags: number

      specific flags to use when creating the texture (Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures, for eg)

    Returns Texture

    the created texture

Static ParseSearch playground for Parse

  • Parse the JSON representation of a texture in order to recreate the texture in the given scene.

    Parameters

    • parsedTexture: any

      Define the JSON representation of the texture

    • scene: Scene

      Define the scene the parsed texture should be instantiated in

    • rootUrl: string

      Define the root url of the parsing sequence in the case of relative dependencies

    Returns Nullable<BaseTexture>

    The parsed texture if successful

Static WhenAllReadySearch playground for WhenAllReady

  • WhenAllReady(textures: BaseTexture[], callback: () => void): void
  • Helper function to be called back once a list of texture contains only ready textures.

    Parameters

    • textures: BaseTexture[]

      Define the list of textures to wait for

    • callback: () => void

      Define the callback triggered once the entire list will be ready

        • (): void
        • Returns void

    Returns void

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