build/postprocessing.esm.js
/**
	 * Creates a new render target by replicating the renderer's canvas.
	 *
	 * The created render target uses a linear filter for texel minification and
	 * magnification. Its render texture format depends on whether the renderer
	 * uses the alpha channel. Mipmaps are disabled.
	 *
	 * Note: The buffer format will also be set to RGBA if the frame buffer type
	 * is HalfFloatType because RGB16F buffers are not renderable.
	 *
	 * @param {Boolean} depthBuffer - Whether the render target should have a depth buffer.
	 * @param {Boolean} stencilBuffer - Whether the render target should have a stencil buffer.
	 * @param {Number} type - The frame buffer type.
	 * @param {Number} multisampling - The number of samples to use for antialiasing.
	 * @return {WebGLRenderTarget} A new render target that equals the renderer's canvas.
	 */
Creates a new render target by replicating the renderer's canvas.
The created render target uses a linear filter for texel minification and
magnification. Its render texture format depends on whether the renderer
uses the alpha channel. Mipmaps are disabled.

The buffer format will also be set to RGBA if the frame buffer type
is HalfFloatType because RGB16F buffers are not renderable.

@param {Boolean} depthBuffer - Whether the render target should have a depth buffer.
@param {Boolean} stencilBuffer - Whether the render target should have a stencil buffer.
@param {Number} type - The frame buffer type.
@param {Number} multisampling - The number of samples to use for antialiasing.
@return {WebGLRenderTarget} A new render target that equals the renderer's canvas.
Creates a new render target by replicating the renderer ' s canvas . The created render target uses a linear filter for texel minification and magnification . Its render texture format depends on whether the renderer uses the alpha channel . Mipmaps are disabled . The buffer format will also be set to RGBA if the frame buffer type is HalfFloatType because RGB16F buffers are not renderable . @param { Boolean } depthBuffer - Whether the render target should have a depth buffer . @param { Boolean } stencilBuffer - Whether the render target should have a stencil buffer . @param { Number } type - The frame buffer type . @param { Number } multisampling - The number of samples to use for antialiasing . @return { WebGLRenderTarget } A new render target that equals the renderer ' s canvas .
createBuffer(depthBuffer, stencilBuffer, type, multisampling) {
		const size = this.renderer.getDrawingBufferSize(new Vector2());
		const alpha = this.renderer.getContext().getContextAttributes().alpha;
		const options = {
			format: (!alpha && type === UnsignedByteType) ? RGBFormat : RGBAFormat,
			minFilter: LinearFilter,
			magFilter: LinearFilter,
			stencilBuffer,
			depthBuffer,
			type
		};
		const renderTarget = (multisampling > 0) ?
			new WebGLMultisampleRenderTarget(size.width, size.height, options) :
			new WebGLRenderTarget(size.width, size.height, options);
		if(multisampling > 0) {
			renderTarget.samples = multisampling;
		}
		renderTarget.texture.name = "EffectComposer.Buffer";
		renderTarget.texture.generateMipmaps = false;
		return renderTarget;
	}
createBuffer ( depthBuffer , stencilBuffer , type , multisampling ) { const size = this . renderer . getDrawingBufferSize ( new Vector2 ( ) ) ; const alpha = this . renderer . getContext ( ) . getContextAttributes ( ) . alpha ; const options = { format : ( ! alpha && type === UnsignedByteType ) ? RGBFormat : RGBAFormat , minFilter : LinearFilter , magFilter : LinearFilter , stencilBuffer , depthBuffer , type } ; const renderTarget = ( multisampling > 0 ) ? new WebGLMultisampleRenderTarget ( size . width , size . height , options ) : new WebGLRenderTarget ( size . width , size . height , options ) ; if ( multisampling > 0 ) { renderTarget . samples = multisampling ; } renderTarget . texture . name = "EffectComposer.Buffer" ; renderTarget . texture . generateMipmaps = false ; return renderTarget ; }
Creates a new render target by replicating the renderer's canvas.
Creates a new render target by replicating the renderer ' s canvas .