update(renderer,scene){if(this.parent===null)this.updateMatrixWorld();const{renderTarget,activeMipmapLevel}=this;if(this.coordinateSystem!==renderer.coordinateSystem){this.coordinateSystem=renderer.coordinateSystem;this.updateCoordinateSystem();}const[cameraPX,cameraNX,cameraPY,cameraNY,cameraPZ,cameraNZ]=this.children;const currentRenderTarget=renderer.getRenderTarget();const currentActiveCubeFace=renderer.getActiveCubeFace();const currentActiveMipmapLevel=renderer.getActiveMipmapLevel();const currentXrEnabled=renderer.xr.enabled;renderer.xr.enabled=false;const generateMipmaps=renderTarget.texture.generateMipmaps;renderTarget.texture.generateMipmaps=false;renderer.setRenderTarget(renderTarget,0,activeMipmapLevel);renderer.render(scene,cameraPX);renderer.setRenderTarget(renderTarget,1,activeMipmapLevel);renderer.render(scene,cameraNX);renderer.setRenderTarget(renderTarget,2,activeMipmapLevel);renderer.render(scene,cameraPY);renderer.setRenderTarget(renderTarget,3,activeMipmapLevel);renderer.render(scene,cameraNY);renderer.setRenderTarget(renderTarget,4,activeMipmapLevel);renderer.render(scene,cameraPZ);// mipmaps are generated during the last call of render()
// at this point, all sides of the cube render target are defined
renderTarget.texture.generateMipmaps=generateMipmaps;renderer.setRenderTarget(renderTarget,5,activeMipmapLevel);renderer.render(scene,cameraNZ);renderer.setRenderTarget(currentRenderTarget,currentActiveCubeFace,currentActiveMipmapLevel);renderer.xr.enabled=currentXrEnabled;renderTarget.texture.needsPMREMUpdate=true;}
Sets an offset in a larger frustum. This is useful for multi-window or
multi-monitor/multi-machine setups.

For example, if you have 3x2 monitors and each monitor is 1920x1080 and
the monitors are in grid like this

  +---+---+---+
  | A | B | C |
  +---+---+---+
  | D | E | F |
  +---+---+---+

then for each monitor you would call it like this

  const w = 1920;
  const h = 1080;
  const fullWidth = w * 3;
  const fullHeight = h * 2;

  --A--
  camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  --B--
  camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  --C--
  camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  --D--
  camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  --E--
  camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  --F--
  camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );

  Note there is no reason monitors have to be the same size or in a grid.

@param {number} fullWidth
@param {number} fullHeight
@param {number} x
@param {number} y
@param {number} width
@param {number} height