Width of the frame buffer
Height of the frame buffer
Height of framebuffer in pixels.
Desired number of samples for antialiasing. 0 means AA should not be used.
Experimental WebGL2 feature, allows to use antialiasing in individual renderTextures.
Antialiasing is the same as for main buffer with renderer antialias: true
options.
Seriously affects GPU memory consumption and GPU performance.
Width of framebuffer in pixels.
Reference to the colorTexture.
Add texture to the colorTexture array.
Optional
index: numberIndex of the array to add the texture to
Optional
texture: BaseTexture<Resource, IAutoDetectOptions>Texture to add to the array
Add a depth texture to the frame buffer.
Optional
texture: BaseTexture<Resource, IAutoDetectOptions>Texture to add.
Destroys and removes the depth texture added to this framebuffer.
Disposes WebGL resources that are connected to this geometry.
Enable depth on the frame buffer.
Enable stencil on the frame buffer.
Resize the frame buffer
Width of the frame buffer to resize to
Height of the frame buffer to resize to
A framebuffer can be used to render contents off of the screen. PIXI.BaseRenderTexture uses one internally to render into itself. You can attach a depth or stencil buffer to a framebuffer.
On WebGL 2 machines, shaders can output to multiple textures simultaneously with GLSL 300 ES.
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