#include <RenderTarget.hpp>
Definition at line 10 of file RenderTarget.hpp.
◆ RenderTarget()
iv::RenderTarget::RenderTarget |
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| ) |
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◆ ~RenderTarget()
virtual iv::RenderTarget::~RenderTarget |
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inlinevirtual |
◆ DepthBufferClear()
void iv::RenderTarget::DepthBufferClear |
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float |
value | ) |
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◆ DepthBufferMode()
void iv::RenderTarget::DepthBufferMode |
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GLenum |
test_condition, |
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bool |
write_enabled |
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) |
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test_condition
GL_ALWAYS, GL_LESS, GL_GREATER, ... (is forwarded to glDepthFunc).
Definition at line 94 of file RenderTarget.cpp.
◆ Blending()
void iv::RenderTarget::Blending |
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bool |
enabled | ) |
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◆ geometry()
◆ bind_texture()
void iv::RenderTarget::bind_texture |
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int |
texture_unit, |
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GLuint |
texture_id |
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) |
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◆ bind_shader()
void iv::RenderTarget::bind_shader |
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GLuint |
program_id | ) |
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◆ frame_setup()
void iv::RenderTarget::frame_setup |
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protected |
Called before each render, when gl context is already available. This will reset the state of opengl context to default. It will also reset state of RenderTarget.
Definition at line 30 of file RenderTarget.cpp.
◆ frame_close()
void iv::RenderTarget::frame_close |
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protected |
Called after each render. This clears bound textures and such. Might get used for safety - so that bound gl texture from render does not get modified by invalid code outside of render.
Definition at line 43 of file RenderTarget.cpp.
◆ set_geometry()
void iv::RenderTarget::set_geometry |
( |
Geometry |
geometry | ) |
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protected |
◆ MaxTexturingUnits
const constexpr int iv::RenderTarget::MaxTexturingUnits = 2 |
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staticconstexpr |
This is used so that I can handle more than one texturing unit. To realy reliably use more than 2 (guaranteed for GLES), I should read that value from GL, make this dynamic (dynamically allocated arrays) and do some verification (error message on fail).
Definition at line 17 of file RenderTarget.hpp.
The documentation for this class was generated from the following files: