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import { EventDispatcher } from '../core/EventDispatcher';
import { Texture } from '../textures/Texture';
import { WebGLRenderTargetOptions } from './WebGLRenderTarget';

/**
 * This class originall extended WebGLMultipleRenderTarget
 * However, there are some issues with this method as documented below
 */
export class WebGLMultipleRenderTargets extends EventDispatcher {
	texture: Texture[];

	readonly isWebGLMultipleRenderTargets = true;

	/**
	 * @param width The width of the render target.
	 * @param height The height of the render target.
	 * @param count The number of render targets.
	 * @param options object that holds texture parameters for an auto-generated target texture and depthBuffer/stencilBuffer booleans.
	 * For an explanation of the texture parameters see {@link Texture}.
	 */
	constructor(width: number, height: number, count: number, options?: WebGLRenderTargetOptions);

	setSize(width: number, height: number, depth?: number): this;
	copy(source: WebGLMultipleRenderTargets): this;
	clone(): this;
	dispose(): void;
	// This is an available method, however it will break the code see https://github.com/mrdoob/three.js/issues/21930
	setTexture(texture: Texture): void;
}