it’s indeed WebGLRenderTarget. i wonder … do you have types installed? your IDE should have marked that code with a red squiggly line, telling you this class doesn’t exist. you would install types no matter if you use typescript or not, the IDE will take it and now you have auto complete, error checks and on-hover info.
didn’t know it existed, so this is a webgpu thing? either way, i tried and it worked.
import * as THREE from 'three'
const rt = new THREE.RenderTarget()
console.log(rt)
so it has to be something with your build system. the warning you get “multiple instances of three.js being imported” doesn’t sound good either, it’s potentially a mixup. where do you get “THREE.” from anyway? do you import it like in the snippet above?
We try to generalize some components so they make sense it context of WebGL and WebGPU. The engine can derive specialized classes when distinct code paths are required. E.g. there is the Backend class and then WebGLBackend and WebGPUBackend.