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