Creates a new instance.
Indicates if the last filter pass is always drawn directly to the back buffer.
Per default, the filter tries to automatically render in a smart way: objects that are currently moving are rendered to the back buffer, objects that are static are rendered into a texture first, which allows the filter to be drawn directly from the render cache in the next frame (in case the object remains static).
However, this fails when filters are added to an object that does not support the render cache, or to a container with such a child (e.g. a Sprite3D object or a masked display object). In such a case, enable this property for maximum performance.
@default false
The anti-aliasing level. This is only used for rendering the target object into a texture, not for the filter passes. 0 - none, 4 - maximum. @default 0
Indicates if the filter is cached (via the cache
method).
Indicates if the filter requires all passes to be processed with the exact same resolution.
Some filters must use the same resolution for input and output; e.g. the blur filter
is very sensitive to changes of pixel / texel sizes. When the filter is used as part
of a filter chain, or if its last pass is drawn directly to the back buffer, such a
filter produces artifacts. In that case, the filter author must set this property
to true
.
@default false
Padding can extend the size of the filter texture in all directions. That's useful when the filter "grows" the bounds of the object in any direction.
The resolution of the filter texture. "1" means stage resolution, "0.5" half the stage resolution. A lower resolution saves memory and execution time, but results in a lower output quality. Values greater than 1 are allowed; such values might make sense for a cached filter when it is scaled up. @default 1
The format of the filter texture. @default BGRA
The smoothing mode of the filter texture. @default bilinear
Caches the filter output into a texture.
An uncached filter is rendered every frame (except if it can be rendered from the
global render cache, which happens if the target object does not change its appearance
or location relative to the stage). A cached filter is only rendered once; the output
stays unchanged until you call cache
again or change the filter settings.
Beware: you cannot cache filters on 3D objects; if the object the filter is attached to is a Sprite3D or has a Sprite3D as (grand-) parent, the request will be silently ignored. However, you can cache a 2D object that has 3D children!
Clears the cached output of the filter. After calling this method, the filter will be processed once per frame again.
Dispatches an event to all objects that have registered listeners for its type. If an event with enabled 'bubble' property is dispatched to a display object, it will travel up along the line of parents, until it either hits the root object or someone stops its propagation manually.
Dispatches an event with the given parameters to all objects that have registered listeners for the given type. The method uses an internal pool of event objects to avoid allocations.
Disposes all resources that have been created by the filter.
Indicates the alpha value with which the layer is drawn. @default 1.0
Returns the RGB color with which a layer is tinted when it is being drawn. @default 0xffffff
Returns the position (in points) at which a certain layer will be drawn.
If called with one argument, figures out if there are any listeners registered for the given event type. If called with two arguments, also determines if a specific listener is registered.
Removes all event listeners with a certain type, or all of them if type is null. Be careful when removing all event listeners: you never know who else was listening.
Renders the filtered target object. Most users will never have to call this manually; it's executed automatically in the rendering process of the filtered display object.
Adjusts the alpha value with which the layer is drawn.
Adjusts the RGB color with which a layer is tinted when it is being drawn.
If replace
is enabled, the pixels are not tinted, but instead
the RGB channels will replace the texture's color entirely.
Indicates the position (in points) at which a certain layer will be drawn.
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The CompositeFilter class allows to combine several layers of textures into one texture. It's mainly used as a building block for more complex filters; e.g. the DropShadowFilter uses this class to draw the shadow (the result of a BlurFilter) behind an object.