Struct GlFrameBuffer

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pub struct GlFrameBuffer { /* private fields */ }

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impl GlFrameBuffer

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pub fn new( server: &GlGraphicsServer, depth_attachment: Option<Attachment>, color_attachments: Vec<Attachment>, ) -> Result<GlFrameBuffer, FrameworkError>

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pub fn backbuffer(server: &GlGraphicsServer) -> GlFrameBuffer

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pub fn id(&self) -> Option<<Context as HasContext>::Framebuffer>

None is possible only for back buffer.

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impl Drop for GlFrameBuffer

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fn drop(&mut self)

Executes the destructor for this type. Read more
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impl FrameBuffer for GlFrameBuffer

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fn color_attachments(&self) -> &[Attachment]

Returns a list of color attachments.
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fn depth_attachment(&self) -> Option<&Attachment>

Returns an optional depth/stencil attachment.
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fn set_cubemap_face(&mut self, attachment_index: usize, face: CubeMapFace)

Sets an active face of a cube map (only for frame buffers that using cube maps for rendering).
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fn blit_to( &self, dest: &(dyn FrameBuffer + 'static), src_x0: i32, src_y0: i32, src_x1: i32, src_y1: i32, dst_x0: i32, dst_y0: i32, dst_x1: i32, dst_y1: i32, copy_color: bool, copy_depth: bool, copy_stencil: bool, )

Performs data transfer from one frame buffer to another with scaling. It copies a region defined by src_x0, src_y0, src_x1, src_y1 coordinates from the frame buffer and “pastes” it to the other frame buffer into a region defined by dst_x0, dst_y0, dst_x1, dst_y1 coordinates. If the source rectangle does not match the destination, the image will be interpolated using nearest interpolation. Read more
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fn clear( &mut self, viewport: Rect<i32>, color: Option<Color>, depth: Option<f32>, stencil: Option<i32>, )

Clears the frame buffer in the given viewport with the given set of optional values. This method clears multiple attachments at once. What will be cleared defined by the provided values. If color is not None, then all the color attachments will be cleared with the given color. The same applies to depth and stencil buffers.
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fn draw( &mut self, geometry: &(dyn GeometryBuffer + 'static), viewport: Rect<i32>, program: &(dyn GpuProgram + 'static), params: &DrawParameters, resources: &[ResourceBindGroup<'_>], element_range: ElementRange, ) -> Result<DrawCallStatistics, FrameworkError>

Draws the specified geometry buffer using the given GPU program and a set of resources. This method the main method to draw anything. Read more
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fn draw_instances( &mut self, count: usize, geometry: &(dyn GeometryBuffer + 'static), viewport: Rect<i32>, program: &(dyn GpuProgram + 'static), params: &DrawParameters, resources: &[ResourceBindGroup<'_>], ) -> DrawCallStatistics

Almost the same as Self::draw, but draws multiple instances at once. The caller must supply all the required data per each instance, it could be done in different ways. The data could be supplied in vertex attributes, uniform buffers, textures, etc.

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impl<T> Any for T
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Gets the TypeId of self. Read more
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