public static function create(w:int, h:int, surfaceFormat:int = WebGLContext.RGBA, surfaceType:int = WebGLContext.UNSIGNED_BYTE, depthStencilFormat:int = WebGLContext.DEPTH_STENCIL, mipMap:Boolean = false, repeat:Boolean = false, minFifter:int = -1, magFifter:int = -1):RenderTarget2D {
var t:RenderTarget2D = POOL.pop();
t || (t = new RenderTarget2D(w, h));
if (!t.bitmap || t._w != w || t._h != h || t._surfaceFormat != surfaceFormat || t._surfaceType != surfaceType || t._depthStencilFormat != depthStencilFormat || t._mipMap != mipMap || t._repeat != repeat || t._minFifter != minFifter || t._magFifter != magFifter) {
t._w = w;
t._h = h;
t._surfaceFormat = surfaceFormat;
t._surfaceType = surfaceType;
t._depthStencilFormat = depthStencilFormat;
t._mipMap = mipMap;
t._repeat = repeat;
t._minFifter = minFifter;
t._magFifter = magFifter;
t.release();
t._createWebGLRenderTarget();
}
return t;