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; }