What is the process for resizing a texture render target following a window resize event?

My intention was to improve the texture quality, but instead of achieving my goal, I encountered an issue where the same texture is being stretched over a larger area, resulting in unwanted staircase artifacts. I tried updating various elements like cameras, planes, quads, and renderers but didn't see any improvement.

I came across a solution for WebGL on a website, but unfortunately, I'm not sure how to implement it using three.js. One attempt I made was re-defining the same texture variable with a new texture, but this action caused WebGL to freeze. The solution I found was related to updating the width and height of the render target dynamically. You can view the solution here.

var Xtexture = new THREE.WebGLRenderTarget( w, h, { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat } );

window.addEventListener('resize', onResize, false);

function onResize() {

w = window.innerWidth;
h = window.innerHeight;

Xtexture.width = w;
Xtexture.height = h;
};

Answer №1

To adjust the dimensions of a THREE.WebGLRenderTarget, you can easily do so using the setSize method:

var customTexture = new THREE.WebGLRenderTarget( width, height, { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBFormat } );

function updateSize() {

    width = window.innerWidth;
    height = window.innerHeight;

    customTexture.setSize(width, height); 
};    

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