RenderTarget constructor
Renderer object or GPUCurtains class object used to create this RenderTarget
parameters use to create this RenderTarget
Renderer used by this RenderTarget
The type of the RenderTarget
Readonly
uuidThe universal unique id of this RenderTarget
Options used to create this RenderTarget
RenderPass used by this RenderTarget
Optional
renderTexture that will be resolved by the renderPass when setting the current texture
Private
#autoWhether we should add this RenderTarget to our Scene to let it handle the rendering process automatically
Get the textures outputted by the renderPass if any, which means its viewTextures if not multisampled, or the resolveTargets else.
Since some RenderPass might not have any view textures (or in case the first resolve target is null
), the first element can be the RenderTarget renderTexture itself.
Add the RenderTarget to the renderer and the Scene
Remove the RenderTarget from the renderer and the Scene
Resize our renderPass
Remove our RenderTarget. Alias of RenderTarget#destroy
Destroy our RenderTarget
Used to draw to RenderPass view textures (and eventually depth texture) instead of directly to screen.
The meshes assigned to a RenderTarget will be drawn before the other objects in the Scene rendering loop.
Can also be assigned as ShaderPass input or output targets.
If the RenderPass created handle color attachments, then a Texture will be created to update and/or resolve the content of the current view. This Texture could therefore usually be used to access the current content of this RenderTarget.
Example