OGRE  1.10.12
Object-Oriented Graphics Rendering Engine
Ogre::GLES2FrameBufferObject Class Reference

Frame Buffer Object abstraction. More...

#include <OgreGLES2FrameBufferObject.h>

Public Member Functions

 GLES2FrameBufferObject (GLES2FBOManager *manager, uint fsaa)
 
 ~GLES2FrameBufferObject ()
 
void attachDepthBuffer (DepthBuffer *depthBuffer)
 This function acts very similar to. More...
 
bool bind (bool recreateIfNeeded)
 Bind FrameBufferObject. More...
 
void bindSurface (size_t attachment, const GLSurfaceDesc &target)
 Bind a surface to a certain attachment point. More...
 
void detachDepthBuffer ()
 
GLContextgetContext ()
 
PixelFormat getFormat ()
 
GLsizei getFSAA ()
 
uint32 getHeight ()
 
GLES2FBOManagergetManager ()
 
const GLSurfaceDescgetSurface (size_t attachment)
 
uint32 getWidth ()
 Accessors. More...
 
void notifyContextDestroyed (GLContext *context)
 
void swapBuffers ()
 Swap buffers - only useful when using multisample buffers. More...
 
void unbindSurface (size_t attachment)
 Unbind attachment. More...
 

Detailed Description

Frame Buffer Object abstraction.

Constructor & Destructor Documentation

◆ GLES2FrameBufferObject()

Ogre::GLES2FrameBufferObject::GLES2FrameBufferObject ( GLES2FBOManager manager,
uint  fsaa 
)

◆ ~GLES2FrameBufferObject()

Ogre::GLES2FrameBufferObject::~GLES2FrameBufferObject ( )

Member Function Documentation

◆ bindSurface()

void Ogre::GLES2FrameBufferObject::bindSurface ( size_t  attachment,
const GLSurfaceDesc target 
)

Bind a surface to a certain attachment point.

attachment: 0..OGRE_MAX_MULTIPLE_RENDER_TARGETS-1

◆ unbindSurface()

void Ogre::GLES2FrameBufferObject::unbindSurface ( size_t  attachment)

Unbind attachment.

◆ bind()

bool Ogre::GLES2FrameBufferObject::bind ( bool  recreateIfNeeded)

Bind FrameBufferObject.

Attempt to bind on incompatible GL context will cause FBO destruction and optional recreation.

◆ swapBuffers()

void Ogre::GLES2FrameBufferObject::swapBuffers ( )

Swap buffers - only useful when using multisample buffers.

◆ attachDepthBuffer()

void Ogre::GLES2FrameBufferObject::attachDepthBuffer ( DepthBuffer depthBuffer)

This function acts very similar to.

See also
GLES2FBORenderTexture::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.

◆ detachDepthBuffer()

void Ogre::GLES2FrameBufferObject::detachDepthBuffer ( )

◆ getWidth()

uint32 Ogre::GLES2FrameBufferObject::getWidth ( )

Accessors.

◆ getHeight()

uint32 Ogre::GLES2FrameBufferObject::getHeight ( )

◆ getFormat()

PixelFormat Ogre::GLES2FrameBufferObject::getFormat ( )

◆ getFSAA()

GLsizei Ogre::GLES2FrameBufferObject::getFSAA ( )

◆ getManager()

GLES2FBOManager* Ogre::GLES2FrameBufferObject::getManager ( )
inline

◆ getContext()

GLContext* Ogre::GLES2FrameBufferObject::getContext ( )
inline

◆ getSurface()

const GLSurfaceDesc& Ogre::GLES2FrameBufferObject::getSurface ( size_t  attachment)
inline

◆ notifyContextDestroyed()

void Ogre::GLES2FrameBufferObject::notifyContextDestroyed ( GLContext context)
inline

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