Constructs a new effect composer.
The renderer that should be used.
The options.
Determines whether the last pass automatically renders to screen.
The input buffer.
Two identical buffers are used to avoid reading from and writing to the same render target.
The output buffer.
The passes.
The current amount of samples used for multisample anti-aliasing.
Requires WebGL 2. Set to zero to disable multisampling.
Sets the amount of MSAA samples.
Requires WebGL 2. Set to zero to disable multisampling.
Adds a pass, optionally at a specific index.
A new pass.
Creates a new render target.
Whether the render target should have a depth buffer.
Whether the render target should have a stencil buffer.
The frame buffer type.
The number of samples to use for antialiasing.
A new render target that equals the renderer's canvas.
Disposes this composer and all passes.
Returns the renderer.
The renderer.
Returns the internal timer.
The timer.
Removes all passes.
Removes a pass.
The pass.
Renders all enabled passes in the order in which they were added.
Replaces the current renderer with the given one.
The auto clear mechanism of the provided renderer will be disabled. If the new render size differs from the previous one, all passes will be updated.
By default, the DOM element of the current renderer will automatically be removed from its parent node and the DOM element of the new renderer will take its place.
The new renderer.
Indicates whether the old canvas should be replaced by the new one in the DOM.
The old renderer.
Resets this composer by deleting all passes and creating new buffers.
Can be used to change the main camera for all registered passes and effects.
The camera.
Can be used to change the main scene for all registered passes and effects.
The scene.
Sets the renderer.
The renderer.
Sets the size of the buffers, passes and the renderer.
The width.
The height.
The EffectComposer may be used in place of a normal WebGLRenderer.
The auto clear behaviour of the provided renderer will be disabled to prevent unnecessary clear operations.
It is common practice to use a {@link RenderPass} as the first pass to automatically clear the buffers and render a scene for further processing.
{Resizable}
{Disposable}