WebGL2 MSAA RTs and RenderTarget refactor #877
Merged
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New API:
new pc.RenderTarget(options)
Device is not needed anymore, colorBuffer is an option. The constructor is backwards compatible though.
-- options.samples (int): defines the number of MSAA samples.
-- options.autoResolve (bool): automatically resolve MSAA after rendering (the default is true).
-- options.depthBuffer (pc.Texture): same as colorBuffer, but for depth - put your own texture. Must have PIXELFORMAT_DEPTH or PIXELFORMAT_DEPTHSTENCIL format. Read it back later. Depth and stencil options are then ignored.