[page:Texture] →

[name]

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 );

Examples

[example:webgl_framebuffer_texture]

Constructor

[name]( [param:Number width], [param:Number height] )

[page:Number width] -- The width of the texture.
[page:Number height] -- The height of the texture.

Properties

See the base [page:Texture Texture] class for common properties.

[property:Boolean generateMipmaps]

Whether to generate mipmaps for the [name]. Default value is `false`.

[property:Boolean isFramebufferTexture]

Read-only flag to check if a given object is of type [name].

[property:number magFilter]

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.

[property:number minFilter]

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.

[property:Boolean needsUpdate]

True by default. This is required so that the canvas data is loaded.

Methods

See the base [page:Texture Texture] class for common methods.

Source

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]