Struct luminance::framebuffer::Framebuffer
[−]
[src]
pub struct Framebuffer<L, D, CS, DS> where L: Layerable,
D: Dimensionable,
D::Size: Copy,
CS: ColorSlot<L, D>,
DS: DepthSlot<L, D> {
pub color_slot: CS,
pub depth_slot: DS,
// some fields omitted
}
Framebuffer with static layering, dimension, access and slots formats.
A Framebuffer
is a GPU special object used to render to. Because framebuffers have a
layering property, it’s possible to have regular render and layered rendering. The dimension
of a framebuffer makes it possible to render to 1D, 2D, 3D and cubemaps.
A framebuffer has two kind of slots:
- color slot ;
- depth slot.
A framebuffer can have zero or several color slots and it can have zero or one depth slot. If you use several color slots, you’ll be performing what’s called MRT (M ultiple R ender T argets), enabling to render to several textures at once.
Fields
color_slot: CS
depth_slot: DS
Methods
impl Framebuffer<Flat, Dim2, (), ()>
[src]
impl<L, D, CS, DS> Framebuffer<L, D, CS, DS> where L: Layerable,
D: Dimensionable,
D::Size: Copy,
CS: ColorSlot<L, D>,
DS: DepthSlot<L, D>
[src]
D: Dimensionable,
D::Size: Copy,
CS: ColorSlot<L, D>,
DS: DepthSlot<L, D>
fn new(size: D::Size, mipmaps: usize) -> Result<Framebuffer<L, D, CS, DS>>
Create a new farmebuffer.
unsafe fn handle(&self) -> GLuint
fn width(&self) -> u32
fn height(&self) -> u32
Trait Implementations
impl<L: Debug, D: Debug, CS: Debug, DS: Debug> Debug for Framebuffer<L, D, CS, DS> where L: Layerable,
D: Dimensionable,
D::Size: Copy,
CS: ColorSlot<L, D>,
DS: DepthSlot<L, D>
[src]
D: Dimensionable,
D::Size: Copy,
CS: ColorSlot<L, D>,
DS: DepthSlot<L, D>
impl<L, D, CS, DS> Drop for Framebuffer<L, D, CS, DS> where L: Layerable,
D: Dimensionable,
D::Size: Copy,
CS: ColorSlot<L, D>,
DS: DepthSlot<L, D>
[src]
D: Dimensionable,
D::Size: Copy,
CS: ColorSlot<L, D>,
DS: DepthSlot<L, D>