VVISF & VVGL
|
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. | |
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.