WebGLRenderTarget constructor
WebGLRenderTarget(
- int width,
- int height, [
- WebGLRenderTargetOptions? options
Implementation
WebGLRenderTarget(int width, int height, [WebGLRenderTargetOptions? options]) {
this.width = width;
this.height = height;
scissor = Vector4(0, 0, width, height);
scissorTest = false;
viewport = Vector4(0, 0, width, height);
this.options = options ?? WebGLRenderTargetOptions({});
var image = ImageElement(width: width, height: height, depth: 1);
texture = Texture(image, this.options.mapping, this.options.wrapS, this.options.wrapT, this.options.magFilter,
this.options.minFilter, this.options.format, this.options.type, this.options.anisotropy, this.options.encoding);
texture.isRenderTargetTexture = true;
texture.flipY = false;
texture.generateMipmaps = this.options.generateMipmaps;
texture.minFilter = this.options.minFilter != null ? this.options.minFilter! : LinearFilter;
depthBuffer = this.options.depthBuffer != null ? this.options.depthBuffer! : true;
stencilBuffer = this.options.stencilBuffer;
depthTexture = this.options.depthTexture;
ignoreDepthForMultisampleCopy = this.options.ignoreDepth;
hasExternalTextures = false;
useMultisampleRenderToTexture = false;
useMultisampleRenderbuffer = false;
_samples = (options != null && options.samples != null) ? options.samples! : 0;
}