This class can only be used in combination with [page:WebGLRenderer.copyFramebufferToTexture]().
const pixelRatio = window.devicePixelRatio;
const textureSize = 128 * pixelRatio;
// instantiate a framebuffer texture
const frameTexture = new FramebufferTexture( textureSize, textureSize );
// calculate start position for copying part of the frame data
const vector = new Vector2();
vector.x = ( window.innerWidth * pixelRatio / 2 ) - ( textureSize / 2 );
vector.y = ( window.innerHeight * pixelRatio / 2 ) - ( textureSize / 2 );
// render the scene
renderer.clear();
renderer.render( scene, camera );
// copy part of the rendered frame into the framebuffer texture
renderer.copyFramebufferToTexture( vector, frameTexture );
[example:webgl_framebuffer_texture]
[page:Number width] -- The width of the texture.
[page:Number height] -- The height of the texture.
See the base [page:Texture Texture] class for common properties.
Whether to generate mipmaps for the [name]. Default value is `false`.
Read-only flag to check if a given object is of type [name].
How the texture is sampled when a texel covers more than one pixel. The
default is [page:Textures THREE.NearestFilter], which uses the value of
the closest texel.
See [page:Textures texture constants] for details.
How the texture is sampled when a texel covers less than one pixel. The
default is [page:Textures THREE.NearestFilter], which uses the value of
the closest texel.
See [page:Textures texture constants] for details.
True by default. This is required so that the canvas data is loaded.
See the base [page:Texture Texture] class for common methods.
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]