C# 클래스 Axiom.RenderSystems.OpenGLES.GLESFBOManager

Factory for GL Frame Buffer Objects, and related things.
상속: Axiom.RenderSystems.OpenGLES.GLESRTTManager
파일 보기 프로젝트 열기: WolfgangSt/axiom

공개 프로퍼티들

프로퍼티 타입 설명
DepthBits int[]
DepthFormatCount int
DepthFormats All[]
StencilBits int[]
StencilFormatCount int
StencilFormats All[]

공개 메소드들

메소드 설명
Bind ( Graphics target ) : void

Bind a certain render target if it is a FBO. If it is not a FBO, bind the main frame buffer.

CheckFormat ( Media format ) : bool
CreateMultiRenderTarget ( string name ) : Graphics.MultiRenderTarget

CreateRenderTexture ( string name, GLESSurfaceDescription target, bool writeGame, int fsaa ) : Graphics.RenderTexture

GLESFBOManager ( ) : System

GetBestDepthStencil ( All internalFormat, All &depthFormat, All &stencilFormat ) : void

Get best depth and stencil supported for given internalFormat

ReleaseRenderbuffer ( GLESSurfaceDescription surface ) : void

RequestRenderbuffer ( All format, int width, int height, int fsaa ) : GLESSurfaceDescription

Request a render buffer. If format is GL_NONE, return a zero buffer.

RequestRenderbuffer ( GLESSurfaceDescription surface ) : void

Request the specify render buffer in case shared somewhere. Ignore silently if surface.buffer is null.

Unbind ( Graphics target ) : void

Unbind a certain render target. No-op for FBOs.

비공개 메소드들

메소드 설명
DetectFBOFormats ( ) : void

Detect which internal formats are allowed as RTT Also detect what combinations of stencil and depth are allowed with this internal format.

TryFormat ( All depthFormat, All stencilFormat ) : bool

Try a certain FBO format, and return the status. Also sets mDepthRB and mStencilRB.

TryPacketFormat ( All packedFormat ) : bool

Try a certain packed depth/stencil format, and return the status.

메소드 상세

Bind() 공개 메소드

Bind a certain render target if it is a FBO. If it is not a FBO, bind the main frame buffer.
public Bind ( Graphics target ) : void
target Graphics
리턴 void

CheckFormat() 공개 메소드

public CheckFormat ( Media format ) : bool
format Media
리턴 bool

CreateMultiRenderTarget() 공개 메소드

public CreateMultiRenderTarget ( string name ) : Graphics.MultiRenderTarget
name string
리턴 Graphics.MultiRenderTarget

CreateRenderTexture() 공개 메소드

public CreateRenderTexture ( string name, GLESSurfaceDescription target, bool writeGame, int fsaa ) : Graphics.RenderTexture
name string
target GLESSurfaceDescription
writeGame bool
fsaa int
리턴 Graphics.RenderTexture

GLESFBOManager() 공개 메소드

public GLESFBOManager ( ) : System
리턴 System

GetBestDepthStencil() 공개 메소드

Get best depth and stencil supported for given internalFormat
public GetBestDepthStencil ( All internalFormat, All &depthFormat, All &stencilFormat ) : void
internalFormat All
depthFormat All
stencilFormat All
리턴 void

ReleaseRenderbuffer() 공개 메소드

public ReleaseRenderbuffer ( GLESSurfaceDescription surface ) : void
surface GLESSurfaceDescription
리턴 void

RequestRenderbuffer() 공개 메소드

Request a render buffer. If format is GL_NONE, return a zero buffer.
public RequestRenderbuffer ( All format, int width, int height, int fsaa ) : GLESSurfaceDescription
format All
width int
height int
fsaa int
리턴 GLESSurfaceDescription

RequestRenderbuffer() 공개 메소드

Request the specify render buffer in case shared somewhere. Ignore silently if surface.buffer is null.
public RequestRenderbuffer ( GLESSurfaceDescription surface ) : void
surface GLESSurfaceDescription
리턴 void

Unbind() 공개 메소드

Unbind a certain render target. No-op for FBOs.
public Unbind ( Graphics target ) : void
target Graphics
리턴 void

프로퍼티 상세

DepthBits 공개적으로 정적으로 프로퍼티

public static int[] DepthBits
리턴 int[]

DepthFormatCount 공개적으로 정적으로 프로퍼티

public static int DepthFormatCount
리턴 int

DepthFormats 공개적으로 정적으로 프로퍼티

public static All[] DepthFormats
리턴 All[]

StencilBits 공개적으로 정적으로 프로퍼티

public static int[] StencilBits
리턴 int[]

StencilFormatCount 공개적으로 정적으로 프로퍼티

public static int StencilFormatCount
리턴 int

StencilFormats 공개적으로 정적으로 프로퍼티

Stencil and depth formats to be tried
public static All[] StencilFormats
리턴 All[]