@pixi/3d
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    Interface ContainerSourceOptions

    const screen = new ContainerTexture({ container: gameUi, width: 512, height: 512, renderer: app.renderer });
    
    interface ContainerSourceOptions {
        antialias?: boolean;
        autoUpdate?: boolean;
        clearColor?: ColorSource;
        container: Container;
        firstRender?: boolean;
        height?: number;
        renderer?: Renderer;
        resolution?: number;
        transform?: Matrix;
        width?: number;
    }
    Index
    antialias?: boolean

    Whether to multisample the render target, which smooths the edges of shapes drawn into it

    const chart = new ContainerTexture({ container: pieChart, antialias: true });
    
    false
    
    autoUpdate?: boolean

    Whether to re-render the container every frame, for animated content

    Needs a ContainerSourceOptions#renderer; without one it warns and waits until one is set. It renders from Ticker.shared just before an application that renders from it (sharedTicker: true); a default application has its own ticker and shows the previous frame's capture. While it's on, Ticker.shared holds the source, so turn it off or destroy the source when you're done.

    const screen = new ContainerTexture({ container: gameUi, renderer: app.renderer, autoUpdate: true });
    
    false
    
    clearColor?: ColorSource

    Colour the capture fills the texture with before it draws the container

    Transparent keeps the container's alpha, so the parts it leaves empty show what's behind a material in alphaMode: 'blend' or 'mask', a Sprite3D or a 2D Sprite. A material in the default alphaMode: 'opaque' draws those parts black, and the anti-aliased edges next to them turn hard; pass 'black' there to keep them smooth. Change it later through the texture's clearColor property.

    const screen = new ContainerTexture({ container: scoreText, clearColor: 'black', renderer: app.renderer });
    monitor.material = new FlatMaterial({ baseColorTexture: screen });
    'transparent'
    
    container: Container

    The 2D Container to draw; it moves out of its current parent, so it stops drawing on the stage

    const badge = new ContainerTexture({ container: badgeGraphics, renderer: app.renderer });
    
    firstRender?: boolean

    Whether to render once during construction, so the texture has a picture before anything samples it

    Needs ContainerSourceOptions#renderer; without one, an explicit true warns.

    const screen = new ContainerTexture({ container: gameUi, renderer: app.renderer, firstRender: false });
    
    true
    
    height?: number

    Height of the capture in logical pixels, measured when omitted as ContainerSourceOptions#width describes

    const banner = new ContainerTexture({ container: bannerText, width: 1024, height: 256 });
    
    renderer?: Renderer

    Renderer to keep for render() calls with no argument; ContainerSourceOptions#firstRender and ContainerSourceOptions#autoUpdate need it

    const screen = new ContainerTexture({ container: gameUi, renderer: app.renderer });

    screen.render();
    resolution?: number

    Texels per logical pixel; 2 gives a sharper texture for four times the memory

    const label = new ContainerTexture({ container: labelText, resolution: 2 });
    
    1
    
    transform?: Matrix

    Matrix applied to the container when it's captured, to move or scale it into the capture

    Omitted, when you give neither width nor height, it moves the top-left corner of the container's contents, measured once at construction, to the origin; otherwise the capture is the window from (0, 0) to (width, height). The container's own position, pivot, scale and rotation still apply inside the capture, but the measurement leaves them out, so leave them at their defaults or pass width, height and transform yourself. new Matrix().translate(128, 128) centres a 256 × 256 capture on the origin of a container left at its defaults; change it later through the texture's transform property.

    const radar = new ContainerTexture({
    container: radarDisc,
    width: 256,
    height: 256,
    transform: new Matrix().translate(128, 128),
    });
    width?: number

    Width of the capture in logical pixels; omitted, it's measured once from the container's local bounds

    ContainerSourceOptions#transform says where the container sits in the capture.

    const banner = new ContainerTexture({ container: bannerText, width: 1024, height: 256 });