OGRE 2.1
Object-Oriented Graphics Rendering Engine
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Ogre::GL3PlusFrameBufferObject Class Reference

Frame Buffer Object abstraction. More...

#include <OgreGL3PlusFrameBufferObject.h>

Public Member Functions

 GL3PlusFrameBufferObject (GL3PlusFBOManager *manager, uint fsaa)
 
 ~GL3PlusFrameBufferObject ()
 
void attachDepthBuffer (DepthBuffer *depthBuffer)
 This function acts very similar to.
 
void bind ()
 Bind FrameBufferObject.
 
void bindSurface (size_t attachment, const GL3PlusSurfaceDesc &target)
 Bind a surface to a certain attachment point.
 
void detachDepthBuffer ()
 
PixelFormat getFormat ()
 
GLsizei getFSAA ()
 
GLuint getGLFBOID () const
 Get the GL id for the FBO.
 
GLuint getGLMultisampleFBOID () const
 Get the GL id for the multisample FBO.
 
uint32 getHeight ()
 
GL3PlusFBOManagergetManager ()
 
const GL3PlusSurfaceDescgetSurface (size_t attachment)
 
uint32 getWidth ()
 Accessors.
 
void swapBuffers ()
 Swap buffers - only useful when using multisample buffers.
 
void unbindSurface (size_t attachment)
 Unbind attachment.
 

Detailed Description

Frame Buffer Object abstraction.

Constructor & Destructor Documentation

◆ GL3PlusFrameBufferObject()

Ogre::GL3PlusFrameBufferObject::GL3PlusFrameBufferObject ( GL3PlusFBOManager manager,
uint  fsaa 
)

◆ ~GL3PlusFrameBufferObject()

Ogre::GL3PlusFrameBufferObject::~GL3PlusFrameBufferObject ( )

Member Function Documentation

◆ attachDepthBuffer()

void Ogre::GL3PlusFrameBufferObject::attachDepthBuffer ( DepthBuffer depthBuffer)

This function acts very similar to.

See also
GL3PlusFBORenderTexture::attachDepthBuffer The difference between D3D & OGL is that D3D setups the DepthBuffer before rendering, while OGL setups the DepthBuffer per FBO. So the DepthBuffer (RenderBuffer) needs to be attached for OGL.

◆ bind()

void Ogre::GL3PlusFrameBufferObject::bind ( )

Bind FrameBufferObject.

◆ bindSurface()

void Ogre::GL3PlusFrameBufferObject::bindSurface ( size_t  attachment,
const GL3PlusSurfaceDesc target 
)

Bind a surface to a certain attachment point.

attachment: 0..OGRE_MAX_MULTIPLE_RENDER_TARGETS-1

◆ detachDepthBuffer()

void Ogre::GL3PlusFrameBufferObject::detachDepthBuffer ( )

◆ getFormat()

PixelFormat Ogre::GL3PlusFrameBufferObject::getFormat ( )

◆ getFSAA()

GLsizei Ogre::GL3PlusFrameBufferObject::getFSAA ( )

◆ getGLFBOID()

GLuint Ogre::GL3PlusFrameBufferObject::getGLFBOID ( ) const
inline

Get the GL id for the FBO.

◆ getGLMultisampleFBOID()

GLuint Ogre::GL3PlusFrameBufferObject::getGLMultisampleFBOID ( ) const
inline

Get the GL id for the multisample FBO.

◆ getHeight()

uint32 Ogre::GL3PlusFrameBufferObject::getHeight ( )

◆ getManager()

GL3PlusFBOManager * Ogre::GL3PlusFrameBufferObject::getManager ( )
inline

◆ getSurface()

const GL3PlusSurfaceDesc & Ogre::GL3PlusFrameBufferObject::getSurface ( size_t  attachment)
inline

◆ getWidth()

uint32 Ogre::GL3PlusFrameBufferObject::getWidth ( )

Accessors.

◆ swapBuffers()

void Ogre::GL3PlusFrameBufferObject::swapBuffers ( )

Swap buffers - only useful when using multisample buffers.

◆ unbindSurface()

void Ogre::GL3PlusFrameBufferObject::unbindSurface ( size_t  attachment)

Unbind attachment.


The documentation for this class was generated from the following file: