Capítulo 258 de 859
This pass can be used to define a mask during post processing. Meaning only areas of subsequent post processing are affected which lie in the masking area of this pass. Internally, the masking is implemented with the stencil buffer.
const maskPass = new MaskPass( scene, camera );
composer.addPass( maskPass );
Constructor
| Signature |
|---|
new MaskPass( scene : Scene, camera : Camera ) |
Properties
| Property | Description |
|---|---|
.camera : Camera | The camera. |
.clear : boolean | Overwritten to perform a clear operation by default. |
.inverse : boolean | Whether to inverse the mask or not. |
.needsSwap : boolean | Overwritten to disable the swap. |
.scene : Scene | The scene that defines the mask. |
Methods
| Method | Description |
|---|---|
.render( renderer : WebGLRenderer, writeBuffer : WebGLRenderTarget, readBuffer : WebGLRenderTarget, deltaTime : number, maskActive : boolean ) | Performs a mask pass with the configured scene and camera. |