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.
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.
Reset this RenderTarget renderer. Also set the renderPass renderer.
New Renderer or GPUCurtains instance to use.
Add the RenderTarget to the renderer and the Scene
Remove the RenderTarget from the renderer and the Scene
Update our RenderTarget renderTexture and renderPass quality ratio.
New quality ratio to use.
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