Interface IProceduralTextureCreationOptions
colorAttachment?: InternalTexture;
creationFlags?: number;
delayAllocation?: boolean;
doNotChangeAspectRatio?: boolean;
enableClusteredLights?: boolean;
existingObjectRenderer?: any;
extraInitializationsAsync?: () => Promise<void>;
fallbackTexture?: Nullable<Texture>;
format?: number;
gammaSpace?: boolean;
generateDepthBuffer?: boolean;
generateMipMaps?: boolean;
generateStencilBuffer?: boolean;
isCube?: boolean;
isMulti?: boolean;
noColorAttachment?: boolean;
samples?: number;
samplingMode?: number;
shaderLanguage?: any;
skipSceneRegistration?: boolean;
type?: number;
useSRGBBuffer?: boolean;
}
Hierarchy (View Summary)
- RenderTargetTextureOptions
- IProceduralTextureCreationOptions
Index
Properties
Properties
Optionalcolor Attachment
Specifies the internal texture to use directly instead of creating one (ignores noColorAttachment flag when set) *
Optionalcreation Flags
specific flags to use when creating the texture (e.g., Constants.TEXTURE_CREATIONFLAG_STORAGE for storage textures)
Optionaldelay Allocation
True (default: false) if the texture allocation should be delayed
Optionaldo Not Change Aspect Ratio
True (default) to not change the aspect ratio of the scene in the RTT
Optionalenable Clustered Lights
True to enable clustered lights (default: false)
Optionalexisting Object Renderer
If not provided (default), a new object renderer instance will be created
Optionalextra Initializations Async
Additional async code to run before preparing the effect
Optionalfallback Texture
Defines a fallback texture in case there were issues to create the custom texture
Optionalformat
The internal format of the buffer in the RTT (RED, RG, RGB, RGBA (default), ALPHA...)
Optionalgamma Space
Defines the underlying texture texture space
Optionalgenerate Depth Buffer
True (default) to generate a depth buffer
Optionalgenerate Mip Maps
True (default: false) if mipmaps need to be generated after render
Optionalgenerate Stencil Buffer
True (default: false) to generate a stencil buffer
Optionalis Cube
True (default: false) if a cube texture needs to be created
Optionalis Multi
True (default: false) if multiple textures need to be created (Draw Buffers)
Optionalno Color Attachment
True (default: false) to indicate that no color target should be created. (e.g., if you only want to write to the depth buffer)
Optionalsamples
Sample count to use when creating the RTT
Optionalsampling Mode
The sampling mode to be used with the render target (Trilinear (default), Linear, Nearest...)
Optionalshader Language
The shader language of the shader. (default: GLSL)
Optionalskip Scene Registration
When true the texture will not be pushed onto scene.proceduralTextures and will therefore never be rendered automatically by the scene render loop. Use this for one-shot or manually-driven textures that manage their own render lifecycle.
Optionaltype
The type of the buffer in the RTT (byte (default), half float, float...)
Optionaluse SRGB Buffer
True (default: false) to create a SRGB texture
Options to create a procedural texture