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@@ -7,6 +7,7 @@ import { WebGLCapabilities } from './webgl/WebGLCapabilities';
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import { WebGLProperties } from './webgl/WebGLProperties';
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import { WebGLRenderLists } from './webgl/WebGLRenderLists';
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import { WebGLState } from './webgl/WebGLState';
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+import { Vector2 } from './../math/Vector2';
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import { Vector4 } from './../math/Vector4';
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import { Color } from './../math/Color';
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import { WebGLRenderTarget } from './WebGLRenderTarget';
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@@ -303,14 +304,18 @@ export class WebGLRenderer implements Renderer {
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/**
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* Render a scene using a camera.
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- * The render is done to the renderTarget (if specified) or to the canvas as usual.
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- * If forceClear is true, the canvas will be cleared before rendering, even if the renderer's autoClear property is false.
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+ * The render is done to a previously specified {@link WebGLRenderTarget#renderTarget .renderTarget} set by calling
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+ * {@link WebGLRenderer#setRenderTarget .setRenderTarget} or to the canvas as usual.
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+ *
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+ * By default render buffers are cleared before rendering but you can prevent this by setting the property
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+ * {@link WebGLRenderer#autoClear autoClear} to false. If you want to prevent only certain buffers being cleared
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+ * you can set either the {@link WebGLRenderer#autoClearColor autoClearColor},
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+ * {@link WebGLRenderer#autoClearStencil autoClearStencil} or {@link WebGLRenderer#autoClearDepth autoClearDepth}
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+ * properties to false. To forcibly clear one ore more buffers call {@link WebGLRenderer#clear .clear}.
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*/
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render(
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scene: Scene,
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camera: Camera,
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- renderTarget?: RenderTarget,
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- forceClear?: boolean
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): void;
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/**
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