Interface RenderTargetTextureOptions
colorAttachment?: InternalTexture;
creationFlags?: number;
delayAllocation?: boolean;
doNotChangeAspectRatio?: boolean;
enableClusteredLights?: boolean;
existingObjectRenderer?: any;
format?: number;
gammaSpace?: boolean;
generateDepthBuffer?: boolean;
generateMipMaps?: boolean;
generateStencilBuffer?: boolean;
isCube?: boolean;
isMulti?: boolean;
noColorAttachment?: boolean;
samples?: number;
samplingMode?: number;
type?: number;
useSRGBBuffer?: boolean;
}
Hierarchy (View Summary)
- RenderTargetTextureOptions
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
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...)
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 for the RenderTargetTexture constructor