GL20FrameBuffer

An OpenGL 2.0 implementation of {@link FrameBuffer} using EXT.

@see FrameBuffer

Constructors

this
this()

Constructs a new frame buffer for OpenGL 2.0. If no EXT extension for frame buffers is available, an exception is thrown.

Members

Functions

attach
void attach(AttachmentPoint point, Texture texture)
Undocumented in source. Be warned that the author may not have intended to support it.
attach
void attach(AttachmentPoint point, RenderBuffer buffer)
Undocumented in source. Be warned that the author may not have intended to support it.
bind
void bind()
Undocumented in source. Be warned that the author may not have intended to support it.
create
void create()
Undocumented in source. Be warned that the author may not have intended to support it.
destroy
void destroy()
Undocumented in source. Be warned that the author may not have intended to support it.
detach
void detach(AttachmentPoint point)
Undocumented in source. Be warned that the author may not have intended to support it.
getGLVersion
gbaid.render.gl.GLVersion getGLVersion()
Undocumented in source. Be warned that the author may not have intended to support it.
isComplete
bool isComplete()
Undocumented in source. Be warned that the author may not have intended to support it.
unbind
void unbind()
Undocumented in source. Be warned that the author may not have intended to support it.

Inherited Members

From FrameBuffer

id
uint id;
Undocumented in source.
destroy
void destroy()
Undocumented in source. Be warned that the author may not have intended to support it.
bind
void bind()

Binds the frame buffer to the OpenGL context.

unbind
void unbind()

Unbinds the frame buffer from the OpenGL context.

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

detach
void detach(AttachmentPoint point)

Detaches the texture or render buffer from the attachment point

isComplete
bool isComplete()

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

getId
uint getId()

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

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