FrameBuffer

Represents an OpenGL frame buffer. A frame buffer can be bound before rendering to redirect the output to textures instead of the screen. This is meant for advanced rendering techniques such as shadow mapping and screen space ambient occlusion (SSAO).

Members

Functions

attach
void attach(AttachmentPoint point, Texture texture)

Attaches the texture to the frame buffer attachment point.

attach
void attach(AttachmentPoint point, RenderBuffer buffer)

Attaches the render buffer to the attachment point

bind
void bind()

Binds the frame buffer to the OpenGL context.

destroy
void destroy()
Undocumented in source. Be warned that the author may not have intended to support it.
detach
void detach(AttachmentPoint point)

Detaches the texture or render buffer from the attachment point

getId
uint getId()

Gets the ID for this frame buffer as assigned by OpenGL.

isComplete
bool isComplete()

Returns true if the frame buffer is complete, false if otherwise.

unbind
void unbind()

Unbinds the frame buffer from the OpenGL context.

Variables

id
uint id;
Undocumented in source.

Inherited Members

From Creatable

create
void create()

Creates the resources. It can now be used.

destroy
void destroy()

Releases the resource. It can not longer be used.

isCreated
bool isCreated()

Returns true if the resource was created and is ready for use, false if otherwise.

checkCreated
void checkCreated()

Throws an exception if the resource hasn't been created yet.

checkNotCreated
void checkNotCreated()

Throws an exception if the resource has been created already.

From GLVersioned

getGLVersion
GLVersion getGLVersion()

Returns the lowest OpenGL version required by this object's implementation.

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