Interface IThinSelectionOutlineLayerOptions
alphaBlendingMode?: number;
camera?: Nullable<Camera>;
forceGLSL?: boolean;
mainTextureFixedSize?: number;
mainTextureFormat?: number;
mainTextureRatio?: number;
mainTextureType?: number;
outlineMethod?: number;
renderingGroupId?: number;
storeCameraSpaceZ?: boolean;
useDepthOcclusion?: boolean;
}
Hierarchy (View Summary)
- IThinEffectLayerOptions
- IThinSelectionOutlineLayerOptions
Properties
Optionalalpha Blending Mode
Alpha blending mode used to apply the blur. Default depends of the implementation. Default: ALPHA_COMBINE
Optionalcamera
The camera attached to the layer. Default: null
Optionalforce GLSL
Use the GLSL code generation for the shader (even on WebGPU). Default is false
Optionalmain Texture Fixed Size
Enforces a fixed size texture to ensure resize independent blur. Default: undefined
Optionalmain Texture Format
The format of the main texture. Default: TEXTUREFORMAT_RGBA
Optionalmain Texture Ratio
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
Optionalmain Texture Type
The type of the main texture. Default: TEXTURETYPE_UNSIGNED_BYTE
Optionaloutline Method
Outline method to use (default: Constants.OUTLINELAYER_SAMPLING_TRIDIRECTIONAL)
Optionalrendering Group Id
The rendering group to draw the layer in. Default: -1
Optionalstore Camera Space Z
Specifies whether the depth stored is the Z coordinate in camera space.
Optionaluse Depth Occlusion
Whether to use depth when drawing selection outlines. Disable this to avoid depth renderer usage and draw selected outlines without depth clipping.
Selection outline layer options. This helps customizing the behaviour of the selection outline layer.