An RGBA array used to define the clear color of the RenderTexture
Should our Container also be displayed on screen, in addition to being drawn to the cached RenderTexture?
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.
Static
textureSet the alpha mode of the cached container render texture.
The primary render texture bound to this cached container.
A PIXI.Sprite or SpriteMesh which is bound to this CachedContainer. The RenderTexture from this Container is associated with the Sprite which is automatically rendered.
Clear the cached container, removing its current contents.
Optional
destroy: boolean = trueTell children that we should destroy texture as well.
A reference to the cleared container for chaining.
Create a render texture, provide a render method and an optional clear color.
Optional
options: { clearColor?: number[]; renderFunction?: Function } = {}Optional parameters.
Optional
clearColor?: number[]An optional clear color to clear the RT before rendering into it.
Optional
renderFunction?: FunctionRender function that will be called to render into the RT.
A reference to the created render texture.
Remove a previously created render texture.
The render texture to remove.
Optional
destroy: boolean = trueShould the render texture be destroyed?
Protected
#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.
Protected
#renderProtected
Custom rendering for secondary render textures
The active canvas renderer.
Static
resizeResize a render texture passed as a parameter with the renderer.
The active canvas renderer.
The render texture to resize.
Cached container used for dynamic darkness level. Display objects (of any type) added to this cached container will contribute to computing the darkness level of the masked area. Only the red channel is utilized, which corresponds to the desired darkness level. Other channels are ignored.