<!-- NEW2 — TEST 2 · THE DISTRICT OF 800 · part 53 -->
* @type {boolean}
		 * @readonly
		 * @default true
		 */
		this.isRenderTarget = true;

		/**
		 * The width of the render target.
		 *
		 * @type {number}
		 * @default 1
		 */
		this.width = width;

		/**
		 * The height of the render target.
		 *
		 * @type {number}
		 * @default 1
		 */
		this.height = height;

		/**
		 * The depth of the render target.
		 *
		 * @type {number}
		 * @default 1
		 */
		this.depth = options.depth;

		/**
		 * A rectangular area inside the render target's viewport. Fragments that are
		 * outside the area will be discarded.
		 *
		 * @type {Vector4}
		 * @default (0,0,width,height)
		 */
		this.scissor = new Vector4( 0, 0, width, height );

		/**
		 * Indicates whether the scissor test should be enabled when rendering into
		 * this render target or not.
		 *
		 * @type {boolean}
		 * @default false
		 */
		this.scissorTest = false;

		/**
		 * A rectangular area representing the render target's viewport.
		 *
		 * @type {Vector4}
		 * @default (0,0,width,height)
		 */
		this.viewport = new Vector4( 0, 0, width, height );

		/**
		 * An array of textures. Each color attachment is represented as a separate texture.
		 * Has at least a single entry for the default color attachment.
		 *
		 * @type {Array<Texture>}
		 */
		this.textures = [];

		const image = { width: width, height: height, depth: options.depth };
		const texture = new Texture( image );

		const count = options.count;
		for ( let i = 0; i < count; i ++ ) {

			this.textures[ i ] = texture.clone();
			this.textures[ i ].isRenderTargetTexture = true;
			this.textures[ i ].renderTarget = this;

		}

		this._setTextureOptions( options );

		/**
		 * Whether to allocate a depth buffer or not.
		 *
		 * @type {boolean}
		 * @default true
		 */
		this.depthBuffer = options.depthBuffer;

		/**
		 * Whether to allocate a stencil buffer or not.
		 *
		 * @type {boolean}
		 * @default false
		 */
		this.stencilBuffer = options.stencilBuffer;

		/**
		 * Whether to resolve the color buffer or not. When set to `false`, the color
		 * attachments do not receive the resolved (single-sampled) output of a render
		 * pass and the render target's textures are left untouched. The rendered
		 * content is then only accessible within the render pass itself.
		 *
		 * Only relevant for multisampled render targets.
		 *
		 * @type {boolean}
		 * @default true
		 */
		this.resolveColorBuffer = options.resolveColorBuffer;

		/**
		 * Whether to resolve the depth buffer or not. When set to `false`, the depth
		 * texture does not receive the resolved depth output of a render pass which
		 * saves memory bandwidth. Use this setting when the depth data of a render
		 * pass are not required afterwards.
		 *
		 * Only relevant for multisampled render targets in WebGL. WebGPU does not
		 * support depth resolves; sampling the depth texture of a multisampled render
		 * target accesses the multisampled data directly, see
		 * {@link RenderTarget#storeMultisampledDepthBuffer}.
		 *
		 * @type {boolean}
		 * @default true
		 */
		this.resolveDepthBuffer = options.resolveDepthBuffer;

		/**
		 * Whether to resolve the stencil buffer or not. Analogous to
		 * {@link RenderTarget#resolveDepthBuffer} but for the stencil aspect.
		 *
		 * @type {boolean}
		 * @default true
		 */
		this.resolveStencilBuffer = options.resolveStencilBuffer;

		/**
		 * Whether to store the multisampled color buffer or not. When set to `false`,
		 * the multisampled data are discarded at the end of a render pass, right after
		 * they have been resolved. This saves memory bandwidth, especially on tile-based
		 * GPUs, and is the recommended setting for render targets that are fully redrawn
		 * each frame and whose output is only accessed via the resolved textures (e.g.
		 * scene passes in post-processing chains).
		 *
		 * Must be kept `true` when the multisampled data are needed after the render
		 * pass ends, e.g. when rendering into the target without clearing or when the
		 * scene contains transmissive objects which require a mid-pass framebuffer copy.
		 *
		 * @type {boolean}
		 * @default true
		 */
		this.storeMultisampledColorBuffer = options.storeMultisampledColorBuffer;

		/**
		 * Whether to store the multisampled depth buffer or not. When set to `false`,
		 * the multisampled depth data are discarded at the end of a render pass which
		 * saves memory bandwidth.
		 *
		 * Must be kept `true` in WebGPU when the depth texture of a multisampled render
		 * target is sampled (e.g. by depth-based post-processing effects) since depth
		 * is read directly from the multisampled data.
		 *
		 * @type {boolean}
		 * @default true
		 */
		this.storeMultisampledDepthBuffer = options.storeMultisampledDepthBuffer;

		/**
		 * Whether to store the multisampled stencil buffer or not. Analogous to
		 * {@link RenderTarget#storeMultisampledDepthBuffer} but for the stencil aspect.
		 *
		 * @type {boolean}
		 