API reference

Every public class, method, and event in @codexo/exojs. Generated from source.

I

interfaceRenderTextureOptions

@codexo/exojs / rendering / stable

Construction options for RenderTexture.

7
props
0
methods
0
events
Import
import { RenderTextureOptions } from '@codexo/exojs'

Construction options for RenderTexture.

Properties7
depth?: boolean
Allocate a depth attachment that survives the pass and can be sampled afterwards through RenderTarget.depthTexture. Defaults to false, in which case the target has no depth of its own and RenderTarget.depthTexture is null. It costs 4 bytes per pixel and buys nothing on its own: depth is written only by a MeshMaterial that asks for it, and never tested - what is in front of what still follows from draw order.
flipY?: boolean
Whether the source content is stored bottom-up. Resolved when UVs are packed rather than by flipping pixels at upload time, so it costs nothing per frame but does invalidate geometry recorded against the old value.
Color attachment format. Defaults to TextureFormat.Rgba8. The float formats (TextureFormat.Rgba16F / TextureFormat.Rgba32F) allocate a floating-point offscreen target for rendering values outside [0, 1] - they require EXT_color_buffer_float at render time (throws otherwise) and default to nearest sampling. The format is immutable for the texture's lifetime.
generateMipMap?: boolean
Whether to generate a full mipmap chain after upload.
premultiplyAlpha?: boolean
Whether pixel values are premultiplied by their alpha before uploading to the GPU.
Source