A render target is a buffer where the video card draws pixels for a scene that is being rendered in the background. It is used in different effects, such as applying postprocessing to a rendered image before displaying it on the screen.
width - The width of the renderTarget.
height - The height of the renderTarget.
options - (optional object that holds texture parameters for an auto-generated target texture and depthBuffer/stencilBuffer booleans. For an explanation of the texture parameters see Texture. The following are valid options:
wrapS - default is ClampToEdgeWrapping.
wrapT - default is ClampToEdgeWrapping.
magFilter - default is LinearFilter.
minFilter - default is LinearFilter.
generateMipmaps - default is false.
format - default is RGBAFormat.
type - default is UnsignedByteType.
anisotropy - default is 1. See Texture.anisotropy
encoding - default is LinearEncoding.
depthBuffer - default is true.
stencilBuffer - default is false.
Creates a new WebGLRenderTarget
The width of the render target.
The height of the render target.
A rectangular area inside the render target's viewport. Fragments that are outside the area will be discarded.
Indicates whether the scissor test is active or not.
The viewport of this render target.
This texture instance holds the rendered pixels. Use it as input for further processing.
Renders to the depth buffer. Default is true.
Renders to the stencil buffer. Default is false.
If set, the scene depth will be rendered to this texture. Default is null.
Sets the size of the render target.
Creates a copy of this render target.
Adopts the settings of the given render target.
Dispatches a dispose event.
For more info on how to obtain the source code of this module see this page.