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    Options used to create a RenderTarget.

    interface RenderTargetOptions {
        label?: string;
        sampleCount?: number;
        qualityRatio?: number;
        fixedSize?: TextureSize;
        useColorAttachments?: boolean;
        renderToSwapChain?: boolean;
        colorAttachments?: ColorAttachmentParams[];
        useDepth?: boolean;
        depthTexture?: Texture;
        forceDepthLoadOp?: GPULoadOp;
        forceDepthStoreOp?: GPUStoreOp;
        depthClearValue?: number;
        depthFormat?: GPUTextureFormat;
        forceDepthReadOnly?: boolean;
        stencilClearValue?: number;
        forceStencilLoadOp?: GPULoadOp;
        forceStencilStoreOp?: GPUStoreOp;
        forceStencilReadOnly?: boolean;
        autoRender: boolean;
        renderTextureName: string;
        isPostTarget: boolean;
    }

    Hierarchy (View Summary)

    Index

    Properties

    label?: string

    The label of the RenderPass, sent to various GPU objects for debugging purpose.

    sampleCount?: number

    Whether the view and depth textures should use multisampling or not. Default to 4.

    qualityRatio?: number

    Force all the RenderPass textures size to be set to the given ratio of the renderer canvas size. Used mainly to lower the rendered definition. Default to 1.

    fixedSize?: TextureSize

    Force the all the RenderPass textures to be set at given size. Used mainly to force a lower rendered definition at a given size. Default to null.

    useColorAttachments?: boolean

    Whether this RenderPass should handle a view texture. Default to true.

    renderToSwapChain?: boolean

    Whether the main (first colorAttachments) view texture should use the content of the swap chain and render to it each frame. Default to true.

    colorAttachments?: ColorAttachmentParams[]

    Array of one or multiple (Multiple Render Targets) color attachments parameters. Default to [].

    useDepth?: boolean

    Whether this RenderPass should handle a depth texture. Default to true.

    depthTexture?: Texture

    Whether this RenderPass should use an already created depth texture.

    forceDepthLoadOp?: GPULoadOp

    Force the depthLoadOp behaviour of this RenderPass instead on relying on the Scene default one. Default to null.

    forceDepthStoreOp?: GPUStoreOp

    Force the depthStoreOp behaviour of this RenderPass instead on relying on the Scene default one. Default to null.

    depthClearValue?: number

    The depth clear value to clear to before drawing this RenderPass. Default to 1.

    depthFormat?: GPUTextureFormat

    Optional format of the depth texture. Default to 'depth24plus'.

    forceDepthReadOnly?: boolean

    Force the depthReadOnly behaviour of this RenderPass instead on relying on the Scene default one. Default to null.

    stencilClearValue?: number

    A number indicating the value to clear view's stencil component to prior to executing the render pass. This is ignored if stencilLoadOp is not set to "clear". Default to 0.

    forceStencilLoadOp?: GPULoadOp

    Force the stencilLoadOp behaviour of this RenderPass instead on relying on the Scene default one. Default to null.

    forceStencilStoreOp?: GPUStoreOp

    Force the stencilStoreOp behaviour of this RenderPass instead on relying on the Scene default one. Default to null.

    forceStencilReadOnly?: boolean

    Force the stencilReadOnly behaviour of this RenderPass instead on relying on the Scene default one. Default to null.

    autoRender: boolean

    Whether we should add this RenderTarget to our Scene to let it handle the rendering process automatically. Default to true.

    renderTextureName: string

    Texture name to use for the RenderTarget render texture. Default to 'renderTexture'.

    isPostTarget: boolean

    Whether we should draw into this RenderTarget after having rendered to the screen first. Default to false.