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@@ -123,7 +123,7 @@ export class PrePassRenderer {
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private _effectConfigurations: PrePassEffectConfiguration[] = [];
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/**
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- * Returns the prepass render target for the rendering pass.
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+ * @return the prepass render target for the rendering pass.
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* If we are currently rendering a render target, it returns the PrePassRenderTarget
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* associated with that render target. Otherwise, it returns the scene default PrePassRenderTarget
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*/
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@@ -131,6 +131,11 @@ export class PrePassRenderer {
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return this._currentTarget;
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}
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+ /**
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+ * @hidden
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+ * Managed by the scene component
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+ * @param prePassRenderTarget
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+ */
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public _setRenderTarget(prePassRenderTarget: Nullable<PrePassRenderTarget>): void {
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if (prePassRenderTarget) {
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this._currentTarget = prePassRenderTarget;
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@@ -215,6 +220,14 @@ export class PrePassRenderer {
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this._setRenderTarget(null);
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}
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+ /**
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+ * Creates a new PrePassRenderTarget
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+ * This should be the only way to instanciate a `PrePassRenderTarget`
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+ * @param name Name of the `PrePassRenderTarget`
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+ * @param renderTargetTexture RenderTarget the `PrePassRenderTarget` will be attached to.
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+ * Can be `null` if the created `PrePassRenderTarget` is attached to the scene (default framebuffer).
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+ * @hidden
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+ */
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public _createRenderTarget(name: string, renderTargetTexture: Nullable<RenderTargetTexture>) : PrePassRenderTarget {
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const rt = new PrePassRenderTarget(name, renderTargetTexture, { width: this._engine.getRenderWidth(), height: this._engine.getRenderHeight() }, 0, this._scene,
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{ generateMipMaps: false, generateStencilBuffer: true, defaultType: Constants.TEXTURETYPE_UNSIGNED_INT, types: [], drawOnlyOnFirstAttachmentByDefault: true });
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