Class DepthRenderer
Hierarchy
- DepthRenderer
Index
Constructors
Properties
Methods
Constructors
constructor
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Instantiates a depth renderer
Parameters
-
scene: Scene
The scene the renderer belongs to
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Optional type: number
The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
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Optional camera: Nullable<Camera>
The camera to be used to render the depth map (default: scene's active camera)
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Optional storeNonLinearDepth: boolean
Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
Returns DepthRenderer
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Properties
enabledSearch playground for enabled
Enable or disable the depth renderer. When disabled, the depth texture is not updated
Readonly is PackedSearch playground for isPacked
Get if the depth renderer is using packed depth or not
use Only InActive CameraSearch playground for useOnlyInActiveCamera
Specifiess that the depth renderer will only be used within the camera it is created for. This can help forcing its rendering during the camera processing.
Methods
disposeSearch playground for dispose
-
Disposes of the depth renderer.
Returns void
get Depth MapSearch playground for getDepthMap
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Gets the texture which the depth map will be written to.
Returns RenderTargetTexture
The depth map texture
is ReadySearch playground for isReady
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Creates the depth rendering effect and checks if the effect is ready.
Parameters
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subMesh: SubMesh
The submesh to be used to render the depth map of
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useInstances: boolean
If multiple world instances should be used
Returns boolean
if the depth renderer is ready to render the depth map
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This represents a depth renderer in Babylon. A depth renderer will render to it's depth map every frame which can be displayed or used in post processing