Class: RenderTexture

Tiny. RenderTexture

A RenderTexture is a special texture that allows any display object to be rendered to it.

Hint: All DisplayObjects (i.e. Sprites) that render to a RenderTexture should be preloaded otherwise black rectangles will be drawn instead.

A RenderTexture takes a snapshot of any Display Object given to its render method. For example:

let renderer = (new Tiny.Application()).renderer;
let renderTexture = Tiny.RenderTexture.create(800, 600);
let sprite = Tiny.Sprite.fromImage('spinObj_01.png');

sprite.position.x = 800/2;
sprite.position.y = 600/2;
sprite.anchor.x = 0.5;
sprite.anchor.y = 0.5;

renderer.render(sprite, renderTexture);

The Sprite in this case will be rendered using its local transform. To render this sprite at 0,0, you can clear the transform


let renderTexture = Tiny.RenderTexture.create(100, 100);

renderer.render(sprite, renderTexture);  // Renders to center of RenderTexture

new Tiny.RenderTexture(baseRenderTexture, frame)

Name Type Description
baseRenderTexture Tiny.BaseRenderTexture

The renderer used for this RenderTexture

frame Tiny.Rectangle optional

The rectangle frame of the texture to show



This is the area of the BaseTexture image to actually copy to the Canvas / WebGL when rendering, irrespective of the actual frame size or placement (which can be influenced by trimmed texture atlases)


The base texture that this texture uses.


Anchor point that is used as default if sprite is created with this texture.
Changing the defaultAnchor at a later point of time will not update Sprite's anchor point.

  • 1.2.0
Default Value:
  • {0,0}

The frame specifies the region of the base texture that this texture uses.
Please call _updateUvs() after you change coordinates of frame manually.


The height of the Texture in pixels.


Does this Texture have any frame data assigned to it?

This is the area of original texture, before it was put in atlas


This will let a renderer know that a texture has been updated (used mainly for webGL uv updates)


Indicates whether the texture is rotated inside the atlas, set to 2 to compensate for texture packer rotation, set to 6 to compensate for spine packer rotation, can be used to rotate or mirror sprites
See Tiny.GroupD8 for explanation


The ids under which this Texture has been added to the texture cache. This is automatically set as long as Texture.addToCache is used, but may not be set if a
Texture is added directly to the TextureCache array.

Contains data for uvs. May contain clamp settings and some matrices.
Its a bit heavy, so by default that object is not created.

Default Value:
  • null

This is the trimmed area of original texture, before it was put in atlas
Please call _updateUvs() after you change coordinates of trim manually.


This will let the renderer know if the texture is valid. If it's not then it cannot be rendered.


The width of the Texture in pixels.


staticTiny.RenderTexture.create(width, height, scaleMode, resolution){Tiny.RenderTexture}

A short hand way of creating a render texture.

Name Type Default Description
width number 100 optional

The width of the render texture

height number 100 optional

The height of the render texture

scaleMode number Tiny.settings.SCALE_MODE optional

See Tiny.SCALE_MODES for possible values

resolution number 1 optional

The resolution / device pixel ratio of the texture being generated

Type Description
Tiny.RenderTexture The new render texture

Updates the internal WebGL UV cache. Use it after you change frame or trim of the texture.

Creates a new texture object that acts the same as this one.

Type Description
Tiny.Texture The new texture

Destroys this texture

Name Type Default Description
destroyBase boolean false optional

Whether to destroy the base texture as well

resize(width, height, doNotResizeBaseTexture)

Resizes the RenderTexture.

Name Type Description
width number

The width to resize to.

height number

The height to resize to.

doNotResizeBaseTexture boolean

Should the baseTexture.width and height values be resized as well?

Updates this texture on the gpu.


Fired when the texture is updated. This happens if the frame or the baseTexture is updated.

Documentation generated by JSDoc 3.4.3 on Fri Jul 09 2021 19:32:27 GMT+0800 (CST)