Hey guys,
I want to create a custom RenderTargetTexture of type BABYLON.Engine.TEXTUREFORMAT_LUMINANCE but it doesn't work. here's my code:
textureFormat is always 5 (probably TEXTUREFORMAT_RGBA), regardless of what I set it to be.
// Render target
var renderTarget = new BABYLON.RenderTargetTexture( "depth",
128, // res
scene,
false, // generateMipMaps
true, // doNotChangeAspectRatio
BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, // type
false, // isCube
BABYLON.Texture.BILINEAR_SAMPLINGMODE, // samplingMode
false, // generateDepthBuffer
false, // generateStencilBuffer
false); //isMulti
renderTarget.noMipmap = true;
renderTarget.wrapU = BABYLON.Texture.CLAMP_ADDRESSMODE;
renderTarget.wrapV = BABYLON.Texture.CLAMP_ADDRESSMODE;
renderTarget.wrapR = BABYLON.Texture.CLAMP_ADDRESSMODE;
renderTarget.textureFormat = BABYLON.Engine.TEXTUREFORMAT_LUMINANCE;
renderTarget.hasAlpha = false;
renderTarget.gammaSpace= false;
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
My wild guess is that the constructor doesn't pass textureFormat to _renderTargetOptions
this._renderTargetOptions = {
generateMipMaps: generateMipMaps,
type: type,
samplingMode: samplingMode,
generateDepthBuffer: generateDepthBuffer,
generateStencilBuffer: generateStencilBuffer
};