In case we use MSAA, this is actual framebuffer that has colorTextures[0] The contents of that framebuffer are read when we use that renderTexture in sprites
Latest known version of framebuffer format.
Latest known version of framebuffer.
Latest known version of framebuffer size.
The WebGL framebuffer.
Store the current mipmap of the textures the framebuffer will write too.
In case MSAA, we use this Renderbuffer instead of colorTextures[0] when we write info.
Detected AA samples number.
The renderbuffer for depth and/or stencil (DEPTH24_STENCIL8, DEPTH_COMPONENT24, or STENCIL_INDEX8)
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Internal framebuffer for WebGL context.
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