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Texture

FramebufferTexture

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

const pixelRatio = window.devicePixelRatio;const textureSize = 128 *
pixelRatio;// instantiate a framebuffer textureconst frameTexture = new
FramebufferTexture( textureSize, textureSize );// calculate start position for
copying part of the frame dataconst vector = new Vector2();vector.x = (
window.innerWidth * pixelRatio / 2 ) - ( textureSize / 2 );vector.y = (
window.innerHeight * pixelRatio / 2 ) - ( textureSize / 2 );// render the
scenerenderer.clear();renderer.render( scene, camera );// copy part of the
rendered frame into the framebuffer texturerenderer.copyFramebufferToTexture(
vector, frameTexture );

Examples

[example:webgl_framebuffer_texture]

Constructor

FramebufferTexture

function FramebufferTexture( width: Number, height: Number ): void;  

width -- The width of the texture.
height -- The height of the texture.

Properties

See the base Texture class for common properties.

generateMipmaps

generateMipmaps: Boolean;  

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

isFramebufferTexture

isFramebufferTexture: Boolean;  

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

magFilter

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

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

needsUpdate: Boolean;  

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

Methods

See the base Texture class for common methods.

Source

src/textures/FramebufferTexture.js