ctx.createRenderTarget(...) returns EffectRenderTarget as
the handle of the raw WebGL framebuffer.
You can use it as a draw target (ctx.draw({ target: rt })) and
as a sampler2D uniform to read it back in a later pass.
width / height are physical pixels.
Call dispose() to release the underlying GL resources eagerly.
Idempotent. Framework-owned RTs (e.g. ctx.target, ctx.src) ignore
the call. Do not use the handle after disposing it.
Regenerate mips from level 0. No-op when the RT was not created
with mipmap: true | "manual". Auto mode regenerates after every
draw already; call this in "manual" mode after the last draw
before the RT is sampled at non-zero LOD.
A handle to an offscreen render target.
ctx.createRenderTarget(...)returnsEffectRenderTargetasthe handle of the raw WebGL framebuffer.
You can use it as a draw target (
ctx.draw({ target: rt })) andas a
sampler2Duniform to read it back in a later pass.width/heightare physical pixels.Call
dispose()to release the underlying GL resources eagerly.Idempotent. Framework-owned RTs (e.g.
ctx.target,ctx.src) ignorethe call. Do not use the handle after disposing it.