OptionalanimOptionalanimationOptionalautoOptionalautoOptionalclearOptionalclearClear depth before this camera when composing multiple cameras.
OptionalclearClear stencil before this camera when composing multiple cameras.
OptionaldepthDepth convention. reversed maps the near plane to 1 and far/infinity to 0, improving
floating-point depth precision. Defaults to standard for compatibility.
OptionalfarFar plane used by the pixel-space orthographic projection.
OptionalheightLogical viewport height in CSS/game pixels.
OptionaljointOptionallayerScene-layer bit mask. A node is renderable when at least one bit overlaps the active
camera's visibility mask.
OptionalnameOptionalnearNear plane used by the pixel-space orthographic projection.
OptionalneedOptionalonlyOptionalonOptionalparentOptionalpivotOptionalpivotOptionalpivotOptionalpointerOptionalpointerOptionalpriorityCamera composition priority. Lower values render first.
OptionalrotationOptionalrotationOptionalrotationOptionalscaleOptionalscaleOptionalscaleOptionalsortingCoarse 2D display layer. Higher values render later.
This is independent from layer, which is a camera-visibility bit mask.
OptionalupOptionaluseOptionaluserOptionalvisibilityCamera visibility bit mask. A renderable node is collected when
(camera.visibility & node.layer) !== 0.
OptionalvisibleOptionalwidthLogical viewport width in CSS/game pixels.
OptionalxOptionalyOptionalzOptionalzFine 2D display order within sortingLayer. Higher values render later.
Clear the current color attachment when this camera follows another camera in the same application frame. The first camera always clears.