Struct mini_gl_fb::core::Framebuffer[][src]

pub struct Framebuffer {
    pub buffer_width: i32,
    pub buffer_height: i32,
    pub vp_width: i32,
    pub vp_height: i32,
    pub program: GLuint,
    pub sampler_location: GLint,
    pub vertex_shader: Option<GLuint>,
    pub geometry_shader: Option<GLuint>,
    pub fragment_shader: Option<GLuint>,
    pub texture: GLuint,
    pub vao: GLuint,
    pub vbo: GLuint,
    pub texture_format: (BufferFormat, GLenum),
    pub did_draw: bool,
}

Provides the drawing functionality.

You can get direct access by using a breakout function, such as breakout_glutin.

Disclaimer:

Accessing fields directly is not the intended usage. If a feature is missing please open an issue. The fields are public, however, so that while you are waiting for a feature to be exposed, if you need something in a pinch you can dig in easily and make it happen.

The internal fields may change.

TODO: Possibly create a FramebufferInternal struct?

Fields

Methods

impl Framebuffer
[src]

Draw the quad to the active context. Optionally issue other commands after binding everything but before

You probably want redraw (equivalent to .draw(|_| {})).

Auto Trait Implementations

impl Send for Framebuffer

impl Sync for Framebuffer