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| GLES2DepthBuffer (uint16 poolId, GLES2RenderSystem *renderSystem, GLContext *creatorContext, GLES2RenderBuffer *depth, GLES2RenderBuffer *stencil, uint32 width, uint32 height, uint32 fsaa, uint32 multiSampleQuality, bool isManual) |
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| ~GLES2DepthBuffer () |
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virtual void | _notifyRenderTargetAttached (RenderTarget *renderTarget) |
| Called when a RenderTarget is attaches this DepthBuffer. More...
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virtual void | _notifyRenderTargetDetached (RenderTarget *renderTarget) |
| Called when a RenderTarget is detaches from this DepthBuffer. More...
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void | _setPoolId (uint16 poolId) |
| Sets the pool id in which this DepthBuffer lives. More...
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virtual uint16 | getBitDepth () const |
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GLES2RenderBuffer * | getDepthBuffer () const |
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virtual uint32 | getFsaa () const |
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virtual const String & | getFsaaHint () const |
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GLContext * | getGLContext () const |
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virtual uint32 | getHeight () const |
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virtual uint16 | getPoolId () const |
| Gets the pool id in which this DepthBuffer lives. More...
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GLES2RenderBuffer * | getStencilBuffer () const |
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virtual uint32 | getWidth () const |
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virtual bool | isCompatible (RenderTarget *renderTarget) const |
| Returns whether the specified RenderTarget is compatible with this DepthBuffer That is, this DepthBuffer can be attached to that RenderTarget. More...
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bool | isManual () const |
| Manual DepthBuffers are cleared in RenderSystem's destructor. More...
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OpenGL supports 2 different methods: FBO & Copy. Each one has it's own limitations. Non-FBO methods are solved using "dummy" DepthBuffers. That is, a DepthBuffer pointer is attached to the RenderTarget (for the sake of consistency) but it doesn't actually contain a Depth surface/renderbuffer (mDepthBuffer & mStencilBuffer are null pointers all the time) Those dummy DepthBuffers are identified thanks to their GL context. Note that FBOs don't allow sharing with the main window's depth buffer. Therefore even when FBO is enabled, a dummy DepthBuffer is still used to manage the windows.