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Updated FrameBuffer class documentation to make it a bit more clear.

Steve Grenier 13 years ago
parent
commit
397836f7d6
1 changed files with 11 additions and 7 deletions
  1. 11 7
      gameplay/src/FrameBuffer.h

+ 11 - 7
gameplay/src/FrameBuffer.h

@@ -9,13 +9,17 @@ namespace gameplay
 {
 
 /**
- * Defines a video output off all graphics buffer containing a complete frame of data.
- * This consists of a RenderTarget and DepthStencilTarget holding the color, depth and
- * stencil data in the rendering frame. 
- * 
- * to change the default Game framebuffer call Game::setFrameBuffer(myFrameBuffer);
- * To restore back to the default call Game::setFrameBuffer(NULL).
- * This is useful for rendering shadows and other post-processing effects.
+ * Defines a frame buffer object that may contain one or more render targets and optionally
+ * a depth-stencil target.
+ *
+ * Frame buffers can be created and used for off-screen rendering, which is useful for 
+ * techniques such as shadow mapping and post-processing. Render targets within a frame
+ * buffer can be both written to and read (by calling RenderTarget::getTexture).
+ *
+ * When binding a custom frame buffer, you should always store the return value of 
+ * FrameBuffer::bind and restore it when you are finished drawing to your frame buffer.
+ *
+ * To bind the default frame buffer, call FrameBuffer::bindDefault.
  */
 class FrameBuffer : public Ref
 {