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. | |
void | bind() const |
void | create() |
void | dispose() |
void | resize(int width, int height) |
Public Attributes
Name | |
---|---|
int | m_height <br>Height in pixels. |
GLuint | m_id <br>ID of the created object (renderbuffer or texture) |
GLint | m_magFilter |
GLint | m_minFilter |
bool | m_multisampled <br>Use MSAA texture. |
unsigned int | m_samples <br>Number of MSAA samples if multisampled. |
bool | m_stencil <br>Whether the specified depth format includes a stencil buffer. |
bool | m_syncSize |
GLint | m_textureWrapS |
GLint | m_textureWrapT |
bool | m_useRenderbuffer |
int | m_width <br>Width in pixels. |
Public Functions Documentation
function DepthAttachment
cpp
DepthAttachment(
bool stencil,
GLsizei width,
GLsizei height,
bool useRenderbuffer
)
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
)
DepthAttachment(
const DepthAttachment & attchmt
)
Copy constructor // TODO: (DR)(CRIT) Update this.
function bind
cpp
void bind() const
void bind() const
function create
cpp
void create()
void create()
function dispose
cpp
void dispose()
void dispose()
function resize
cpp
void resize(
int width,
int height
)
void resize(
int width,
int height
)
Public Attributes Documentation
variable m_height
cpp
int m_height;
int m_height;
Height in pixels.
variable m_id
cpp
GLuint m_id {0};
GLuint m_id {0};
ID of the created object (renderbuffer or texture)
variable m_magFilter
cpp
GLint m_magFilter {GL_NEAREST};
GLint m_magFilter {GL_NEAREST};
variable m_minFilter
cpp
GLint m_minFilter {GL_NEAREST};
GLint m_minFilter {GL_NEAREST};
variable m_multisampled
cpp
bool m_multisampled {false};
bool m_multisampled {false};
Use MSAA texture.
variable m_samples
cpp
unsigned int m_samples {4};
unsigned int m_samples {4};
Number of MSAA samples if multisampled.
variable m_stencil
cpp
bool m_stencil;
bool m_stencil;
Whether the specified depth format includes a stencil buffer.
variable m_syncSize
cpp
bool m_syncSize {true};
bool m_syncSize {true};
variable m_textureWrapS
cpp
GLint m_textureWrapS {GL_REPEAT};
GLint m_textureWrapS {GL_REPEAT};
variable m_textureWrapT
cpp
GLint m_textureWrapT {GL_REPEAT};
GLint m_textureWrapT {GL_REPEAT};
variable m_useRenderbuffer
cpp
bool m_useRenderbuffer {true};
bool m_useRenderbuffer {true};
variable m_width
cpp
int m_width;
int m_width;
Width in pixels.
Updated on 2024-11-06 at 20:16:53 +0000