/** * A WebGL Framebuffer Object (FBO) render target for offscreen rendering. * Used by the post-processing pipeline to render a camera's output to a texture, * which can then be drawn to the screen through a post-process shader. * @augments RenderTarget * @ignore */ export default class WebGLRenderTarget extends RenderTarget { /** * @param {WebGLRenderingContext|WebGL2RenderingContext} gl - the WebGL context * @param {number} width - initial width in pixels * @param {number} height - initial height in pixels */ constructor(gl: WebGLRenderingContext | WebGL2RenderingContext, width: number, height: number); gl: WebGLRenderingContext | WebGL2RenderingContext; framebuffer: WebGLFramebuffer; texture: WebGLTexture; depthStencilBuffer: WebGLRenderbuffer; /** * (Re)attach the depth/stencil renderbuffer at the given size and * update `_hasStencil` based on the resulting framebuffer status. * Falls back to depth-only when packed depth+stencil fails; warns * once if even depth-only is incomplete. * @ignore */ _applyDepthStencil(width: any, height: any): void; _hasStencil: boolean | undefined; } import RenderTarget from "./rendertarget.ts"; //# sourceMappingURL=webglrendertarget.d.ts.map