The depth buffer strategy of a Editor.Assets.RenderTarget.
const model = this.pluginSystem.findInterface(Editor.Model.IModel) as Editor.Model.IModel; const assetManager = model.project.assetManager; // Create a RenderTarget and configure its depth buffer strategy const rt = assetManager.createNativeAsset( 'RenderTarget', 'DepthDemo', new Editor.Model.SourcePath(new Editor.Path(''), Editor.Model.SourceRootDirectory.Assets) ) as Editor.Assets.RenderTarget; // Auto: engine decides based on usage rt.depthBuffer = Editor.Assets.DepthBufferStrategy.Auto; // ForceOn: always allocate a depth buffer (needed for 3D sorting) rt.depthBuffer = Editor.Assets.DepthBufferStrategy.ForceOn; // ForceOff: skip depth buffer (saves memory for 2D-only passes) rt.depthBuffer = Editor.Assets.DepthBufferStrategy.ForceOff; console.log(`"${rt.name}" final depthBuffer: ForceOff (${rt.depthBuffer})`); Copy
const model = this.pluginSystem.findInterface(Editor.Model.IModel) as Editor.Model.IModel; const assetManager = model.project.assetManager; // Create a RenderTarget and configure its depth buffer strategy const rt = assetManager.createNativeAsset( 'RenderTarget', 'DepthDemo', new Editor.Model.SourcePath(new Editor.Path(''), Editor.Model.SourceRootDirectory.Assets) ) as Editor.Assets.RenderTarget; // Auto: engine decides based on usage rt.depthBuffer = Editor.Assets.DepthBufferStrategy.Auto; // ForceOn: always allocate a depth buffer (needed for 3D sorting) rt.depthBuffer = Editor.Assets.DepthBufferStrategy.ForceOn; // ForceOff: skip depth buffer (saves memory for 2D-only passes) rt.depthBuffer = Editor.Assets.DepthBufferStrategy.ForceOff; console.log(`"${rt.name}" final depthBuffer: ForceOff (${rt.depthBuffer})`);
Automatically determines whether to use a depth buffer based on render target usage.
Disables the depth buffer for this render target.
Enables the depth buffer for this render target.
The depth buffer strategy of a Editor.Assets.RenderTarget.
Example