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Ritchie's Abstractions 0.2
Platform abstractions that make Toolbox work
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A graphics frame buffer. This is a 2-dimensional surface that can both be used as a texture and used as a destination for rendering. More...
Public Member Functions | |
| FrameBuffer (int width, int height, SurfaceFormat colorSurfaceFormat, PixelFormat colorPixelFormat, DepthStencilFormat depthStencilFormat) | |
Creates a new
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Public Member Functions inherited from GraphicsObject | |
| void | Dispose () |
Static Public Member Functions | |
| static implicit | operator Texture2D (FrameBuffer frameBuffer) |
Implicit conversion from a
instance to a Texture2D instance. | |
Protected Member Functions | |||
| override void | Dispose (bool disposing) | ||
Called when it's time to throw out the trash.
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Protected Member Functions inherited from GraphicsObject | |||
| GraphicsObject () | |||
| Creates a new GraphicsObject instance. | |||
Properties | |
| int | Width [get] |
| Gets the width of the framebuffer surface, in pixels. | |
| int | Height [get] |
| Gets the height of the framebuffer surface, in pixels. | |
Properties inherited from GraphicsObject | |
| GraphicsDevice | GraphicsDevice [get] |
| Gets the GraphicsDevice instance this GraphicsObject belongs to. | |
A graphics frame buffer. This is a 2-dimensional surface that can both be used as a texture and used as a destination for rendering.
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inline |
Creates a new
.
| width | The width of the framebuffer in pixels. Must be positive. |
| height | The height of the framebuffer in pixels. Must be positive. |
| colorSurfaceFormat | The surface format for the color surface. |
| colorPixelFormat | The pixel format for the color surface. |
| depthStencilFormat | The format of, and whether to include, the depth and stencil buffer. |
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inlineprotectedvirtual |
Called when it's time to throw out the trash.
| disposing | If true, please throw away your trash. Skunks! |
Reimplemented from GraphicsObject.
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inlinestatic |
Implicit conversion from a
instance to a Texture2D instance.
| frameBuffer | The framebuffer to convert. |
If you are familiar with the likes of FNA and MonoGame, framebuffers (RenderTarget2D) are also textures. In this implementation, that is not the case. The frame buffer object and its color surface are distinct concepts.