The constructor for LowResRenderPass
. It builds an internal scene with a camera looking at
a quad.
The pixelRatio
determines the resolution of the internal
WebGLRenderTarget
. Values between 0.5 and window.devicePixelRatio
can be tried to give
good results. A value of undefined
disables the low res render pass. The value should not
be larger thanwindow.devicePixelRatio
.
The pixelRatio
determines the resolution of the internal
WebGLRenderTarget
. Values between 0.5 and window.devicePixelRatio
can be tried to give
good results. A value of undefined
disables the low res render pass. The value should not
be larger thanwindow.devicePixelRatio
.
If a value is specified, a low resolution render pass is used to render the scene into a low resolution render target, before it is copied to the screen.
A value of undefined
disables the low res render pass. The value should not be larger than
window.devicePixelRatio
.
If a value is specified, a low resolution render pass is used to render the scene into a low resolution render target, before it is copied to the screen.
A value of undefined
disables the low res render pass. The value should not be larger than
window.devicePixelRatio
.
Releases all used resources.
The render function of LowResRenderPass
. It renders the whole scene into an internal
WebGLRenderTarget
instance with a lower resolution, using the passed in WebGLRenderer
.
The low resolution image is then copied to the writeBuffer
, which is undefined
in case it
is the screen.
The ThreeJS WebGLRenderer instance to render the scene with.
The ThreeJS Scene instance to render the scene with.
The ThreeJS Camera instance to render the scene with.
A ThreeJS WebGLRenderTarget instance to render the scene to.
A ThreeJS WebGLRenderTarget instance to render the scene.
Resize the internal render target to match the new size specified. The size of internal
buffer depends on the pixelRatio
.
New width to apply to the render target.
New height to apply to the render target.
Generated using TypeDoc
The
LowResRenderPass
renders the scene at a lower resolution into an internalWebGLRenderTarget
, and then copies the result into the frame buffer. The size of the internal buffer is determined by the current frame buffer size multiplied bypixelRatio
.Since no anti-aliasing is applied during dynamic rendering, visual artifacts may be visible.