Parameters used to create a RenderTarget

interface RenderTargetParams {
    label?: string;
    sampleCount?: number;
    qualityRatio?: number;
    useColorAttachments?: boolean;
    renderToSwapChain?: boolean;
    colorAttachments?: ColorAttachmentParams[];
    useDepth?: boolean;
    depthTexture?: Texture;
    depthLoadOp?: GPULoadOp;
    depthStoreOp?: GPUStoreOp;
    depthClearValue?: number;
    depthFormat?: GPUTextureFormat;
    autoRender?: boolean;
}

Hierarchy (view full)

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

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.

useColorAttachments?: boolean

Whether this RenderPass should handle a view texture

renderToSwapChain?: boolean

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

colorAttachments?: ColorAttachmentParams[]

Array of one or multiple (Multiple Render Targets) color attachments parameters.

useDepth?: boolean

Whether this RenderPass should handle a depth texture

depthTexture?: Texture

Whether this RenderPass should use an already created depth texture

depthLoadOp?: GPULoadOp

The GPULoadOp | depth load operation to perform while drawing this RenderPass

depthStoreOp?: GPUStoreOp

The GPUStoreOp | depth store operation to perform while drawing this RenderPass

depthClearValue?: number

The depth clear value to clear to before drawing this RenderPass

depthFormat?: GPUTextureFormat

Optional format of the depth texture

autoRender?: boolean

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