*Inheritance: EventDispatcher →* # RenderTarget A render target is a buffer where the video card draws pixels for a scene that is being rendered in the background. It is used in different effects, such as applying postprocessing to a rendered image before displaying it on the screen. ## Constructor ### new RenderTarget( width : number, height : number, options : RenderTarget~Options ) Constructs a new render target. **width** The width of the render target. Default is `1`. **height** The height of the render target. Default is `1`. **options** The configuration object. ## Properties ### .depth : number The depth of the render target. Default is `1`. ### .depthBuffer : boolean Whether to allocate a depth buffer or not. Default is `true`. ### .depthTexture : DepthTexture Instead of saving the depth in a renderbuffer, a texture can be used instead which is useful for further processing e.g. in context of post-processing. Default is `null`. ### .height : number The height of the render target. Default is `1`. ### .isRenderTarget : boolean (readonly) This flag can be used for type testing. Default is `true`. ### .multiview : boolean Whether to this target is used in multiview rendering. Default is `false`. ### .resolveDepthBuffer : boolean Whether to resolve the depth buffer or not. Default is `true`. ### .resolveStencilBuffer : boolean Whether to resolve the stencil buffer or not. Default is `true`. ### .samples : number The number of MSAA samples. A value of `0` disables MSAA. Default is `0`. ### .scissor : Vector4 A rectangular area inside the render target's viewport. Fragments that are outside the area will be discarded. Default is `(0,0,width,height)`. ### .scissorTest : boolean Indicates whether the scissor test should be enabled when rendering into this render target or not. Default is `false`. ### .stencilBuffer : boolean Whether to allocate a stencil buffer or not. Default is `false`. ### .texture : Texture The texture representing the default color attachment. ### .textures : Array. An array of textures. Each color attachment is represented as a separate texture. Has at least a single entry for the default color attachment. ### .viewport : Vector4 A rectangular area representing the render target's viewport. Default is `(0,0,width,height)`. ### .width : number The width of the render target. Default is `1`. ## Methods ### .clone() : RenderTarget Returns a new render target with copied values from this instance. **Returns:** A clone of this instance. ### .copy( source : RenderTarget ) : RenderTarget Copies the settings of the given render target. This is a structural copy so no resources are shared between render targets after the copy. That includes all MRT textures and the depth texture. **source** The render target to copy. **Returns:** A reference to this instance. ### .dispose() Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app. ##### Fires: * RenderTarget#event:dispose ### .setSize( width : number, height : number, depth : number ) Sets the size of this render target. **width** The width. **height** The height. **depth** The depth. Default is `1`. ## Type Definitions ### .Options Render target options. **generateMipmaps** boolean Whether to generate mipmaps or not. Default is `false`. **magFilter** number The mag filter. Default is `LinearFilter`. **minFilter** number The min filter. Default is `LinearFilter`. **format** number The texture format. Default is `RGBAFormat`. **type** number The texture type. Default is `UnsignedByteType`. **internalFormat** string The texture's internal format. Default is `null`. **wrapS** number The texture's uv wrapping mode. Default is `ClampToEdgeWrapping`. **wrapT** number The texture's uv wrapping mode. Default is `ClampToEdgeWrapping`. **anisotropy** number The texture's anisotropy value. Default is `1`. **colorSpace** string The texture's color space. Default is `NoColorSpace`. **depthBuffer** boolean Whether to allocate a depth buffer or not. Default is `true`. **stencilBuffer** boolean Whether to allocate a stencil buffer or not. Default is `false`. **resolveDepthBuffer** boolean Whether to resolve the depth buffer or not. Default is `true`. **resolveStencilBuffer** boolean Whether to resolve the stencil buffer or not. Default is `true`. **depthTexture** [Texture](Texture.html) Reference to a depth texture. Default is `null`. **samples** number The MSAA samples count. Default is `0`. **count** number Defines the number of color attachments . Must be at least `1`. Default is `1`. **depth** number The texture depth. Default is `1`. **multiview** boolean Whether this target is used for multiview rendering. Default is `false`. ## Source [src/core/RenderTarget.js](https://github.com/mrdoob/three.js/blob/master/src/core/RenderTarget.js)