Construct a CachedContainer.
Container in which roofs are rendered with depth data.
Should our Container also be displayed on screen, in addition to being drawn to the cached RenderTexture?
Clear the depth mask.
Create a render texture, provide a render method and an optional clear color.
Optional parameters.
A reference to the created render texture.
Remove a previously created render texture.
The render texture to remove.
Custom rendering for secondary render textures
The active canvas renderer.
Bind a render texture to this renderer. Must be called after bindPrimaryBuffer and before bindInitialBuffer.
The active canvas renderer.
The texture to bind.
Initialize the depth mask with the roofs container and token graphics.
Create the roofs container.
Resize a render texture passed as a parameter with the renderer.
The active canvas renderer.
The render texture to resize.
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.
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.
The primary render texture bound to this cached container.
Set the alpha mode of the cached container render texture.
The depth mask which contains a mapping of elevation. Needed to know if we must render objects according to depth.