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VISH
0.2
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Encapsulation of the OpenGL Renderbuffer API. More...
#include </home/werner/origo/vish/ocean/GLvish/Framebuffer.hpp>
Encapsulation of the OpenGL Renderbuffer API.
| Renderbuffer::ErrorCode Wizt::Renderbuffer::glAlloc | ( | GLenum | internalformat, |
| GLsizei | width, | ||
| GLsizei | height, | ||
| GLsizei | samples = 0 |
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| ) | [static] |
| samples | What happens when <samples> is zero or one? 0= single sample, 1 = minimum multisample |
Zero means single sample, as if RenderbufferStorageEXT had been called instead of RenderbufferStorageMultisampleEXT. One means minimum number of samples supported by implementation.
There was a question if one should mean the same thing as single-sample (one sample), or if it should mean the minimum supported number of samples for multisample rendering. The rules for rasterizing in "multisample" mode are different than "non-multisample" mode. In the end, we decided that some implementations may wish to support a "one-sample" multisample buffer to allow for multipass multisampling where the sample location can be varied either by the implementation or perhaps explicitly by a "multisample location" extension. http://www.opengl.org/registry/specs/EXT/framebuffer_multisample.txt
| bool Wizt::Renderbuffer::read | ( | GLint | x, |
| GLint | y, | ||
| GLsizei | width, | ||
| GLsizei | height, | ||
| GLenum | format, | ||
| GLenum | type, | ||
| GLvoid * | pixels | ||
| ) | const |
http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/readpixels.html
Is ReadPixels (or CopyPixels or CopyTexImage) permitted when bound to a multisample framebuffer object? RESOLVED, no
| bool Wizt::Renderbuffer::read | ( | Type * | Data, |
| GLenum | format, | ||
| GLsizei | width, | ||
| GLsizei | height, | ||
| GLint | x = 0, |
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| GLint | y = 0 |
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| ) | [inline] |
http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/readpixels.html
| format | Specifies the format of the pixel data. The following symbolic values are accepted: GL_COLOR_INDEX, GL_STENCIL_INDEX, GL_DEPTH_COMPONENT, GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA, GL_RGB, GL_RGBA, GL_LUMINANCE, and GL_LUMINANCE_ALPHA. |
1.7.5