Method | Description | |
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Clear ( ) : void |
Clear the entire render texture with black color
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Clear ( System.Color color ) : void |
Clear the entire render texture with a single color
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Display ( ) : void |
Update the contents of the target texture
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Draw ( Drawable drawable ) : void |
Draw a drawable object to the render-target, with default render states
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Draw ( Drawable drawable, |
Draw a drawable object to the render-target
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Draw ( |
Draw primitives defined by an array of vertices, with default render states
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Draw ( |
Draw primitives defined by an array of vertices
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Draw ( |
Draw primitives defined by a sub-array of vertices, with default render states
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Draw ( |
Draw primitives defined by a sub-array of vertices
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GenerateMipmap ( ) : bool |
Generate a mipmap using the current texture data This function is similar to Texture.GenerateMipmap and operates on the texture used as the target for drawing. Be aware that any draw operation may modify the base level image data. For this reason, calling this function only makes sense after all drawing is completed and display has been called. Not calling display after subsequent drawing will lead to undefined behavior if a mipmap had been previously generated. |
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GetView ( ) : |
Return the current active view
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GetViewport ( |
Get the viewport of a view applied to this target
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MapCoordsToPixel ( Vector2f point ) : Vector2i |
Convert a point from world coordinates to target coordinates, using the current view This function is an overload of the mapCoordsToPixel function that implicitly uses the current view. It is equivalent to: target.MapCoordsToPixel(point, target.GetView());
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MapCoordsToPixel ( Vector2f point, |
Convert a point from world coordinates to target coordinates This function finds the pixel of the render-target that matches the given 2D point. In other words, it goes through the same process as the graphics card, to compute the final position of a rendered point. Initially, both coordinate systems (world units and target pixels) match perfectly. But if you define a custom view or resize your render-target, this assertion is not true anymore, ie. a point located at (150, 75) in your 2D world may map to the pixel (10, 50) of your render-target -- if the view is translated by (140, 25). This version uses a custom view for calculations, see the other overload of the function if you want to use the current view of the render-target.
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MapPixelToCoords ( Vector2i point ) : Vector2f |
Convert a point from target coordinates to world coordinates, using the current view This function is an overload of the MapPixelToCoords function that implicitly uses the current view. It is equivalent to: target.MapPixelToCoords(point, target.GetView());
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MapPixelToCoords ( Vector2i point, |
Convert a point from target coordinates to world coordinates This function finds the 2D position that matches the given pixel of the render-target. In other words, it does the inverse of what the graphics card does, to find the initial position of a rendered pixel. Initially, both coordinate systems (world units and target pixels) match perfectly. But if you define a custom view or resize your render-target, this assertion is not true anymore, ie. a point located at (10, 50) in your render-target may map to the point (150, 75) in your 2D world -- if the view is translated by (140, 25). For render-windows, this function is typically used to find which point (or object) is located below the mouse cursor. This version uses a custom view for calculations, see the other overload of the function if you want to use the current view of the render-target.
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PopGLStates ( ) : void |
Restore the previously saved OpenGL render states and matrices. See the description of PushGLStates to get a detailed description of these functions.
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PushGLStates ( ) : void |
Save the current OpenGL render states and matrices. This function can be used when you mix SFML drawing and direct OpenGL rendering. Combined with PopGLStates, it ensures that: \li SFML's internal states are not messed up by your OpenGL code \li your OpenGL states are not modified by a call to a SFML function More specifically, it must be used around code that calls Draw functions. Example: // OpenGL code here... window.PushGLStates(); window.Draw(...); window.Draw(...); window.PopGLStates(); // OpenGL code here... Note that this function is quite expensive: it saves all the possible OpenGL states and matrices, even the ones you don't care about. Therefore it should be used wisely. It is provided for convenience, but the best results will be achieved if you handle OpenGL states yourself (because you know which states have really changed, and need to be saved and restored). Take a look at the ResetGLStates function if you do so.
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RenderTexture ( uint width, uint height ) : System |
Create the render-texture with the given dimensions
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RenderTexture ( uint width, uint height, bool depthBuffer ) : System |
Create the render-texture with the given dimensions and an optional depth-buffer attached
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ResetGLStates ( ) : void |
Reset the internal OpenGL states so that the target is ready for drawing. This function can be used when you mix SFML drawing and direct OpenGL rendering, if you choose not to use PushGLStates/PopGLStates. It makes sure that all OpenGL states needed by SFML are set, so that subsequent Draw() calls will work as expected. Example: // OpenGL code here... glPushAttrib(...); window.ResetGLStates(); window.Draw(...); window.Draw(...); glPopAttrib(...); // OpenGL code here...
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SetActive ( bool active ) : bool |
Activate of deactivate the render texture as the current target for rendering
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SetView ( |
Change the current active view
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ToString ( ) : string |
Provide a string describing the object
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Method | Description | |
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Destroy ( bool disposing ) : void |
Handle the destruction of the object
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Method | Description | |
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sfRenderTexture_clear ( |
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sfRenderTexture_create ( uint Width, uint Height, bool DepthBuffer ) : |
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sfRenderTexture_destroy ( |
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sfRenderTexture_display ( |
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sfRenderTexture_drawPrimitives ( |
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sfRenderTexture_generateMipmap ( |
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sfRenderTexture_getDefaultView ( |
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sfRenderTexture_getSize ( |
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sfRenderTexture_getTexture ( |
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sfRenderTexture_getView ( IntPtr CPointer ) : IntPtr | ||
sfRenderTexture_getViewport ( IntPtr CPointer, IntPtr TargetView ) : IntRect | ||
sfRenderTexture_isRepeated ( IntPtr CPointer ) : bool | ||
sfRenderTexture_isSmooth ( IntPtr CPointer ) : bool | ||
sfRenderTexture_mapCoordsToPixel ( IntPtr CPointer, Vector2f point, IntPtr View ) : Vector2i | ||
sfRenderTexture_mapPixelToCoords ( IntPtr CPointer, Vector2i point, IntPtr View ) : Vector2f | ||
sfRenderTexture_popGLStates ( IntPtr CPointer ) : void | ||
sfRenderTexture_pushGLStates ( IntPtr CPointer ) : void | ||
sfRenderTexture_resetGLStates ( IntPtr CPointer ) : void | ||
sfRenderTexture_restoreGLStates ( IntPtr CPointer ) : bool | ||
sfRenderTexture_saveGLStates ( IntPtr CPointer ) : bool | ||
sfRenderTexture_setActive ( IntPtr CPointer, bool Active ) : bool | ||
sfRenderTexture_setRepeated ( IntPtr CPointer, bool repeated ) : void | ||
sfRenderTexture_setSmooth ( IntPtr CPointer, bool smooth ) : void | ||
sfRenderTexture_setView ( IntPtr CPointer, IntPtr View ) : void |
public Clear ( System.Color color ) : void | ||
color | System.Color | Color to use to clear the texture |
return | void |
protected Destroy ( bool disposing ) : void | ||
disposing | bool | Is the GC disposing the object, or is it an explicit call ? |
return | void |
public Draw ( Drawable drawable ) : void | ||
drawable | Drawable | Object to draw |
return | void |
public Draw ( Drawable drawable, |
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drawable | Drawable | Object to draw |
states | Render states to use for drawing | |
return | void |
public Draw ( |
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vertices | Pointer to the vertices | |
type | PrimitiveType | Type of primitives to draw |
return | void |
public Draw ( |
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vertices | Pointer to the vertices | |
type | PrimitiveType | Type of primitives to draw |
states | Render states to use for drawing | |
return | void |
public Draw ( |
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vertices | Array of vertices to draw | |
start | uint | Index of the first vertex to draw in the array |
count | uint | Number of vertices to draw |
type | PrimitiveType | Type of primitives to draw |
return | void |
public Draw ( |
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vertices | Pointer to the vertices | |
start | uint | Index of the first vertex to use in the array |
count | uint | Number of vertices to draw |
type | PrimitiveType | Type of primitives to draw |
states | Render states to use for drawing | |
return | void |
public GetViewport ( |
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view | Target view | |
return | IntRect |
public MapCoordsToPixel ( Vector2f point ) : Vector2i | ||
point | Vector2f | Point to convert |
return | Vector2i |
public MapCoordsToPixel ( Vector2f point, |
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point | Vector2f | Point to convert |
view | The view to use for converting the point | |
return | Vector2i |
public MapPixelToCoords ( Vector2i point ) : Vector2f | ||
point | Vector2i | Pixel to convert |
return | Vector2f |
public MapPixelToCoords ( Vector2i point, |
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point | Vector2i | Pixel to convert |
view | The view to use for converting the point | |
return | Vector2f |
public RenderTexture ( uint width, uint height ) : System | ||
width | uint | Width of the render-texture |
height | uint | Height of the render-texture |
return | System |
public RenderTexture ( uint width, uint height, bool depthBuffer ) : System | ||
width | uint | Width of the render-texture |
height | uint | Height of the render-texture |
depthBuffer | bool | Do you want a depth-buffer attached? |
return | System |
public SetActive ( bool active ) : bool | ||
active | bool | True to activate, false to deactivate (true by default) |
return | bool |