FramebufferTexture

This class can only be used in combination with WebGLRenderer.copyFramebufferToTexture().

const pixelRatio = window.devicePixelRatio;

const textureSize = 128 * pixelRatio;

// instantiate a framebuffer texture

const frameTexture = new FramebufferTexture( textureSize, textureSize );

// calculate start position for copying part of the frame data

const vector = new Vector2();

vector.x = ( window.innerWidth * pixelRatio / 2 ) - ( textureSize / 2 );

vector.y = ( window.innerHeight * pixelRatio / 2 ) - ( textureSize / 2 );

// render the scene

renderer.clear();

renderer.render( scene, camera );

// copy part of the rendered frame into the framebuffer texture

renderer.copyFramebufferToTexture( frameTexture, vector );

Examples

webgl_framebuffer_texture

Constructor

FramebufferTexture( width : Number, height : Number )

width — The width of the texture.

height — The height of the texture.

Properties

See the base Texture class for common properties.

.generateMipmaps : Boolean

Whether to generate mipmaps for the FramebufferTexture. Default value is false.

.isFramebufferTexture : Boolean

Read-only flag to check if a given object is of type FramebufferTexture.

.magFilter : number

How the texture is sampled when a texel covers more than one pixel. The default is THREE.NearestFilter, which uses the value of the closest texel.

See texture constants for details.

.minFilter : number

How the texture is sampled when a texel covers less than one pixel. The default is THREE.NearestFilter, which uses the value of the closest texel.

See texture constants for details.

.needsUpdate : Boolean

True by default. This is required so that the canvas data is loaded.

Methods

See the base Texture class for common methods.

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