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Vp::DepthAttachment ​

Depth attachment using a Renderbuffer.

#include "Viewport/framebuffer/DepthAttachment.h"

Public Functions ​

Name
DepthAttachment(bool stencil, GLsizei width, GLsizei height, bool useRenderbuffer)<br>Creates a depth buffer using a 2D texture or read-only renderbuffer.
DepthAttachment(const DepthAttachment & attchmt)<br>Copy constructor // TODO: (DR)(CRIT) Update this.
voidbind() const
voidcreate()
voiddispose()
voidresize(int width, int height)

Public Attributes ​

Name
intm_height <br>Height in pixels.
GLuintm_id <br>ID of the created object (renderbuffer or texture)
GLintm_magFilter
GLintm_minFilter
boolm_multisampled <br>Use MSAA texture.
unsigned intm_samples <br>Number of MSAA samples if multisampled.
boolm_stencil <br>Whether the specified depth format includes a stencil buffer.
boolm_syncSize
GLintm_textureWrapS
GLintm_textureWrapT
boolm_useRenderbuffer
intm_width <br>Width in pixels.

Public Functions Documentation ​

function DepthAttachment ​

cpp
DepthAttachment(
    bool stencil,
    GLsizei width,
    GLsizei height,
    bool useRenderbuffer
)

Creates a depth buffer using a 2D texture or read-only renderbuffer.

Parameters:

  • useRenderbuffer Whether to use a renderbuffer or a 2D texture for storage.

function DepthAttachment ​

cpp
DepthAttachment(
    const DepthAttachment & attchmt
)

Copy constructor // TODO: (DR)(CRIT) Update this.

function bind ​

cpp
void bind() const

function create ​

cpp
void create()

function dispose ​

cpp
void dispose()

function resize ​

cpp
void resize(
    int width,
    int height
)

Public Attributes Documentation ​

variable m_height ​

cpp
int m_height;

Height in pixels.

variable m_id ​

cpp
GLuint m_id {0};

ID of the created object (renderbuffer or texture)

variable m_magFilter ​

cpp
GLint m_magFilter {GL_NEAREST};

variable m_minFilter ​

cpp
GLint m_minFilter {GL_NEAREST};

variable m_multisampled ​

cpp
bool m_multisampled {false};

Use MSAA texture.

variable m_samples ​

cpp
unsigned int m_samples {4};

Number of MSAA samples if multisampled.

variable m_stencil ​

cpp
bool m_stencil;

Whether the specified depth format includes a stencil buffer.

variable m_syncSize ​

cpp
bool m_syncSize {true};

variable m_textureWrapS ​

cpp
GLint m_textureWrapS {GL_REPEAT};

variable m_textureWrapT ​

cpp
GLint m_textureWrapT {GL_REPEAT};

variable m_useRenderbuffer ​

cpp
bool m_useRenderbuffer {true};

variable m_width ​

cpp
int m_width;

Width in pixels.


Updated on 2026-09-11 at 21:24:25 +0000