Container in which roofs are rendered with depth data.
Internal
_elevationUpdate the elevation-to-depth mapping?
Should our Container also be displayed on screen, in addition to being drawn to the cached RenderTexture?
If true, the Container is rendered every frame. If false, the Container is rendered only if CachedContainer#renderDirty is true.
Does the Container need to be rendered? Set to false after the Container is rendered.
Protected
_renderA map of render textures, linked to their render function and an optional RGBA clear color.
Private
#elevationsThe elevations of the elevation-to-depth mapping. Supported are up to 255 unique elevations.
Static
textureA PIXI.Sprite or SpriteMesh which is bound to this CachedContainer. The RenderTexture from this Container is associated with the Sprite which is automatically rendered.
The primary render texture bound to this cached container.
Set the alpha mode of the cached container render texture.
Map an elevation to a value in the range [0, 1] with 8-bit precision. The depth-rendered object are rendered with these values into the render texture.
The elevation in distance units
The value for this elevation in the range [0, 1] with 8-bit precision
Create a render texture, provide a render method and an optional clear color.
Optional
options: { Optional parameters.
Render function that will be called to render into the RT.
An optional clear color to clear the RT before rendering into it.
A reference to the created render texture.
Protected
#renderProtected
#bindProtected
Bind a render texture to this renderer. Must be called after bindPrimaryBuffer and before bindInitialBuffer.
The active canvas renderer.
The texture to bind.
Optional
clearColor: number[]A custom clear color.
Private
#createPrivate
#createStatic
resize
The depth mask which contains a mapping of elevation. Needed to know if we must render objects according to depth. Red channel: Lighting occlusion (top). Green channel: Lighting occlusion (bottom). Blue channel: Weather occlusion.