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VR-Forces Developer's Guide
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An object which wraps an OpenGL frame buffer object and allows rendering To a texture.
Public Member Functions | |
| DtFrameBufferObject (unsigned int width, unsigned int height, const char *name) | |
| virtual | ~DtFrameBufferObject () |
| virtual void | resize (unsigned int width, unsigned int height) |
| virtual void | attachTexture2D (unsigned int textureId) |
| virtual bool | valid () |
| virtual void | bind () |
| virtual void | unbind () |
| virtual void | setDeleteFbosOnDestruction (bool val) |
| virtual bool | deleteFbosOnDestruction (void) const |
| virtual const DtGlFboAndContext & | fbo (void) const |
Protected Attributes | |
| std::string | myName |
| bool | myBoundFlag |
| DtGlFboAndContext | myFrameBuffer |
| unsigned int | myDepthBuffer |
| bool | myDeleteFbosOnDestruction |
| makVrv::DtFrameBufferObject::DtFrameBufferObject | ( | unsigned int | width, |
| unsigned int | height, | ||
| const char * | name | ||
| ) |
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Resize the frame buffer.
Attach a texture to the frame buffer object.
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Check to see if the frame buffer is valid.
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Bind the current frame buffer.
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Unbind the current frame buffer, use system frame buffer.
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set whether to delete fbos on ~
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get whether fbos are deleted on ~
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get the fbo, context tuple
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protected |
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protected |
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protected |