constructor( node, width = null, height = null, options = { type: HalfFloatType } ) {

		const renderTarget = new RenderTarget( width, height, options );

		super( renderTarget.texture, uv() );

		/**
		 * The node to render a texture with.
		 *
		 * @type {Node}
		 */
		this.node = node;

		/**
		 * The width of the internal render target.
		 * If not width is applied, the render target is automatically resized.
		 *
		 * @type {?number}
		 * @default null
		 */
		this.width = width;

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

		/**
		 * The pixel ratio
		 *
		 * @type {number}
		 * @default 1
		 */
		this.pixelRatio = 1;

		/**
		 * The render target
		 *
		 * @type {RenderTarget}
		 */
		this.renderTarget = renderTarget;

		/**
		 * Whether the texture requires an update or not.
		 *
		 * @type {boolean}
		 * @default true
		 */
		this.textureNeedsUpdate = true;

		/**
		 * Whether the texture should automatically be updated or not.
		 *
		 * @type {boolean}
		 * @default true
		 */
		this.autoUpdate = true;

		/**
		 * The node which is used with the quad mesh for RTT.
		 *
		 * @private
		 * @type {Node}
		 * @default null
		 */
		this._rttNode = null;

		/**
		 * The internal quad mesh for RTT.
		 *
		 * @private
		 * @type {QuadMesh}
		 */
		this._quadMesh = new QuadMesh( new NodeMaterial() );

		/**
		 * The `updateBeforeType` is set to `NodeUpdateType.RENDER` since the node updates
		 * the texture once per render in its {@link RTTNode#updateBefore} method.
		 *
		 * @type {string}
		 * @default 'render'
		 */
		this.updateBeforeType = NodeUpdateType.RENDER;

	}
Constructs a new RTT node.

@param {Node} node - The node to render a texture with.
@param {?number} [width=null] - The width of the internal render target. If not width is applied, the render target is automatically resized.
@param {?number} [height=null] - The height of the internal render target.
@param {Object} [options={type:HalfFloatType}] - The options for the internal render target.