File: WebGLMultisampleRenderTarget.html

package info (click to toggle)
three.js 111%2Bdfsg1-2
  • links: PTS, VCS
  • area: main
  • in suites: bullseye
  • size: 15,184 kB
  • sloc: javascript: 133,174; makefile: 24; sh: 1
file content (51 lines) | stat: -rw-r--r-- 1,446 bytes parent folder | download | duplicates (4)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
<!DOCTYPE html>
<html lang="en">
	<head>
		<meta charset="utf-8" />
		<base href="../../../" />
		<script src="list.js"></script>
		<script src="page.js"></script>
		<link type="text/css" rel="stylesheet" href="page.css" />
	</head>
	<body>
		<h1>[name]</h1>

		<p class="desc">
			A special render target that can be used to utilize multi-sampled renderbuffers.
			Heads up: [name] can only be used with a WebGL 2 rendering context.
		</p>


		<h2>Constructor</h2>


		<h3>[name]([param:Number width], [param:Number height], [param:Object options])</h3>

		<p>
		[page:Float width] - The width of the render target. <br />
		[page:Float height] - The height of the render target.<br />
		[page:Object options] - (optional) object that holds texture parameters for an auto-generated target
		texture and depthBuffer/stencilBuffer booleans.
		</p>

		<h2>Properties</h2>

		<h3>[property:number samples]</h3>
		<p>
		Specifies the number of samples to be used for the renderbuffer storage. However, the maximum supported
		size for multisampling is platform dependent and defined via *gl.MAX_SAMPLES*.
		</p>

		<p>[page:WebGLRenderTarget WebGLRenderTarget] properties are available on this class.</p>

		<h2>Methods</h2>

		<p>[page:WebGLRenderTarget WebGLRenderTarget] methods are available on this class.</p>

		<h2>Source</h2>

		<p>
			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
		</p>
	</body>
</html>