VVISF & VVGL
VVGL::GLScene::RenderTarget Struct Reference

RenderTarget member vars are used to provide attachments for the GL framebuffer. These buffers need to be tracked so they can be bound/unbound appropriately, which is what this structure is for. More...

#include <GLScene.hpp>

Public Member Functions

 RenderTarget (const GLBufferRef &f, const GLBufferRef &c, const GLBufferRef &d)
 Preferred constructor, populates all three attachments at once.
 
uint32_t fboName () const
 Returns the name of the FBO (or 0 if there's no FBO)
 
uint32_t colorName () const
 Returns the name of the buffer/texture to be used as the color attachment (returns 0 if there's no color attachment)
 
uint32_t colorTarget () const
 Returns the texture target of the buffer/texture to be used as the color attachment.
 
uint32_t depthName () const
 Returns the name of the buffer/texture to be used as the depth attachment (returns 0 if there's no depth attachment)
 
uint32_t depthTarget () const
 Returns the texture target of the buffer/texture to be used as the depth attachment.
 

Public Attributes

GLBufferRef fbo = nullptr
 Must be Type_FBO.
 
GLBufferRef color = nullptr
 Probably Type_Tex, but anything that will function as a color attachment will work.
 
GLBufferRef depth = nullptr
 Probably Type_Tex, but anything that will function as a depth attachment will work.
 

Detailed Description

RenderTarget member vars are used to provide attachments for the GL framebuffer. These buffers need to be tracked so they can be bound/unbound appropriately, which is what this structure is for.


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