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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.

memberof

PIXI

Hierarchy

  • Framebuffer

Index

Constructors

constructor

  • new Framebuffer(width: number, height: number): Framebuffer
  • Parameters

    • width: number

      Width of the frame buffer

    • height: number

      Height of the frame buffer

    Returns Framebuffer

Properties

colorTextures

depth

depth: boolean

depthTexture

dirtyFormat

dirtyFormat: number

dirtyId

dirtyId: number

dirtySize

dirtySize: number

disposeRunner

disposeRunner: Runner

glFramebuffers

glFramebuffers: {}

Type declaration

height

height: number

multisample

multisample: MSAA_QUALITY

stencil

stencil: boolean

width

width: number

Accessors

colorTexture

Methods

addColorTexture

addDepthTexture

destroyDepthTexture

  • destroyDepthTexture(): void
  • Destroys and removes the depth texture added to this framebuffer.

    Returns void

dispose

  • dispose(): void
  • Disposes WebGL resources that are connected to this geometry

    Returns void

enableDepth

  • Enable depth on the frame buffer

    Returns Framebuffer

enableStencil

  • Enable stencil on the frame buffer

    Returns Framebuffer

resize

  • resize(width: number, height: number): void
  • Resize the frame buffer

    Parameters

    • width: number

      Width of the frame buffer to resize to

    • height: number

      Height of the frame buffer to resize to

    Returns void

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