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
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.