API

Interface ISelectionOutlineLayerOptions

Selection outline layer options. This helps customizing the behaviour of the selection outline layer.

interface ISelectionOutlineLayerOptions {
    alphaBlendingMode?: number;
    camera?: Nullable<Camera>;
    forceGLSL?: boolean;
    mainTextureFixedSize?: number;
    mainTextureFormat?: number;
    mainTextureRatio?: number;
    mainTextureSamples?: number;
    mainTextureType?: number;
    outlineMethod?: number;
    renderingGroupId?: number;
    storeCameraSpaceZ?: boolean;
    useDepthOcclusion?: boolean;
}

Hierarchy (View Summary)

Index
alphaBlendingMode?: number

Alpha blending mode used to apply the blur. Default depends of the implementation. Default: ALPHA_COMBINE

camera?: Nullable<Camera>

The camera attached to the layer. Default: null

forceGLSL?: boolean

Use the GLSL code generation for the shader (even on WebGPU). Default is false

mainTextureFixedSize?: number

Enforces a fixed size texture to ensure resize independent blur. Default: undefined

mainTextureFormat?: number

The format of the main texture. Default: TEXTUREFORMAT_RGBA

mainTextureRatio?: number

Multiplication factor apply to the canvas size to compute the render target size used to generated the glowing objects (the smaller the faster). Default: 0.5

mainTextureSamples?: number

Enable MSAA by choosing the number of samples. Default: 1

mainTextureType?: number

The type of the main texture. Default: TEXTURETYPE_UNSIGNED_BYTE

outlineMethod?: number

Outline method to use (default: Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL)

renderingGroupId?: number

The rendering group to draw the layer in. Default: -1

storeCameraSpaceZ?: boolean

Specifies whether the depth stored is the Z coordinate in camera space.

useDepthOcclusion?: boolean

Whether to use depth when drawing selection outlines. Disable this to avoid depth renderer usage and draw selected outlines without depth clipping.