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

Frame Buffer Object abstraction. More...

#include <OgreGLFrameBufferObject.h>

Public Member Functions

 GLFrameBufferObject (GLFBOManager *manager, uint fsaa)
 
 ~GLFrameBufferObject ()
 
void attachDepthBuffer (DepthBuffer *depthBuffer)
 This function acts very similar to. More...
 
void bind ()
 Bind FrameBufferObject. More...
 
void bindSurface (size_t attachment, const GLSurfaceDesc &target)
 Bind a surface to a certain attachment point. More...
 
void detachDepthBuffer ()
 
PixelFormat getFormat ()
 
GLsizei getFSAA ()
 
GLuint getGLFBOID () const
 Get the GL id for the FBO. More...
 
GLuint getGLMultisampleFBOID () const
 Get the GL id for the multisample FBO. More...
 
uint32 getHeight ()
 
GLFBOManagergetManager ()
 
const GLSurfaceDescgetSurface (size_t attachment)
 
uint32 getWidth ()
 Accessors. More...
 
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

◆ GLFrameBufferObject()

Ogre::GLFrameBufferObject::GLFrameBufferObject ( GLFBOManager manager,
uint  fsaa 
)

◆ ~GLFrameBufferObject()

Ogre::GLFrameBufferObject::~GLFrameBufferObject ( )

Member Function Documentation

◆ bindSurface()

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

Unbind attachment.

◆ bind()

void Ogre::GLFrameBufferObject::bind ( )

Bind FrameBufferObject.

◆ swapBuffers()

void Ogre::GLFrameBufferObject::swapBuffers ( )

Swap buffers - only useful when using multisample buffers.

◆ attachDepthBuffer()

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

This function acts very similar to.

See also
GLFBORenderTexture::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::GLFrameBufferObject::detachDepthBuffer ( )

◆ getGLFBOID()

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

Get the GL id for the FBO.

◆ getGLMultisampleFBOID()

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

Get the GL id for the multisample FBO.

◆ getWidth()

uint32 Ogre::GLFrameBufferObject::getWidth ( )

Accessors.

◆ getHeight()

uint32 Ogre::GLFrameBufferObject::getHeight ( )

◆ getFormat()

PixelFormat Ogre::GLFrameBufferObject::getFormat ( )

◆ getFSAA()

GLsizei Ogre::GLFrameBufferObject::getFSAA ( )

◆ getManager()

GLFBOManager* Ogre::GLFrameBufferObject::getManager ( )
inline

◆ getSurface()

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

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