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- UnsignedIntType
- WebGLMultisampleRenderTarget
- Camera
- IcosahedronBufferGeometry
- LineDashedMaterial
- CircleGeometry
OtherRelated APIs
three#WebGLMultisampleRenderTarget JavaScript Examples
The following examples show how to use
three#WebGLMultisampleRenderTarget.
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Example #1
Source File: EffectComposer.js From three-viewer with MIT License | 5 votes |
/**
* Creates a new render target by replicating the renderer's canvas.
*
* The created render target uses a linear filter for texel minification and
* magnification. Its render texture format depends on whether the renderer
* uses the alpha channel. Mipmaps are disabled.
*
* Note: The buffer format will also be set to RGBA if the frame buffer type
* is HalfFloatType because RGB16F buffers are not renderable.
*
* @param {Boolean} depthBuffer - Whether the render target should have a depth buffer.
* @param {Boolean} stencilBuffer - Whether the render target should have a stencil buffer.
* @param {Number} type - The frame buffer type.
* @param {Number} multisampling - The number of samples to use for antialiasing.
* @return {WebGLRenderTarget} A new render target that equals the renderer's canvas.
*/
createBuffer(depthBuffer, stencilBuffer, type, multisampling) {
const size = this.renderer.getDrawingBufferSize(new Vector2());
const alpha = this.renderer.getContext().getContextAttributes().alpha;
const options = {
format: (!alpha && type === UnsignedByteType) ? RGBFormat : RGBAFormat,
minFilter: LinearFilter,
magFilter: LinearFilter,
stencilBuffer,
depthBuffer,
type
};
const renderTarget = (multisampling > 0) ?
new WebGLMultisampleRenderTarget(size.width, size.height, options) :
new WebGLRenderTarget(size.width, size.height, options);
if(multisampling > 0) {
renderTarget.samples = multisampling;
}
renderTarget.texture.name = "EffectComposer.Buffer";
renderTarget.texture.generateMipmaps = false;
return renderTarget;
}