File: vtkframebufferobject.mdc

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 Usage

Encapsulates an OpenGL Frame Buffer Object. For use by
vtkOpenGLFBORenderWindow, not to be used directly.
To create an instance of class vtkFrameBufferObject, simply
invoke its constructor as follows

    obj = vtkFrameBufferObject



 Methods

The class vtkFrameBufferObject has several methods that can
be used. They are listed below. Note that the documentation
is translated automatically from the VTK sources, and may
not be completely intelligible. When in doubt, consult the
VTK website. In the methods listed below, obj is an instance
of the vtkFrameBufferObject class.

* string = obj.GetClassName ()
* int = obj.IsA (string name)
* vtkFrameBufferObject = obj.NewInstance ()
* vtkFrameBufferObject = obj.SafeDownCast (vtkObject o)
* obj.SetContext (vtkRenderWindow context) - Get/Set the
  context. Context must be a vtkOpenGLRenderWindow. This
  does not increase the reference count of the context to
  avoid reference loops. SetContext() may raise an error is
  the OpenGL context does not support the required OpenGL
  extensions.
* vtkRenderWindow = obj.GetContext () - Get/Set the context.
  Context must be a vtkOpenGLRenderWindow. This does not
  increase the reference count of the context to avoid
  reference loops. SetContext() may raise an error is the
  OpenGL context does not support the required OpenGL
  extensions.
* bool = obj.Start (int width, int height, bool
  shaderSupportsTextureInt) - User must take care that
  width/height match the dimensions of the user defined
  texture attachments. This method makes the "active
  buffers" the buffers that will get drawn into by
  subsequent drawing calls. Note that this does not clear
  the render buffers i.e. no glClear() calls are made by
  either of these methods. It's up to the caller to clear
  the buffers if needed.
* bool = obj.StartNonOrtho (int width, int height, bool
  shaderSupportsTextureInt) - User must take care that
  width/height match the dimensions of the user defined
  texture attachments. This method makes the "active
  buffers" the buffers that will get drawn into by
  subsequent drawing calls. Note that this does not clear
  the render buffers i.e. no glClear() calls are made by
  either of these methods. It's up to the caller to clear
  the buffers if needed.
* obj.RenderQuad (int minX, int maxX, int minY, int maxY) -
  Renders a quad at the given location with pixel
  coordinates. This method is provided as a convenience,
  since we often render quads in a FBO.


    Precondition:
        positive_minX: minX>=0
        increasing_x: minX<=maxX
        valid_maxX: maxX<LastSize[0]
        positive_minY: minY>=0
        increasing_y: minY<=maxY
        valid_maxY: maxY<LastSize[1]

* obj.Bind () - Save the current framebuffer and make the
  frame buffer active. Multiple calls to Bind has no effect.
* obj.UnBind () - Restore the framebuffer saved with the
  call to Bind(). Multiple calls to UnBind has no effect.
* obj.SetActiveBuffer (int index) - Choose the buffer to
  render into. This is available only if the
  GL_ARB_draw_buffers extension is supported by the card.
* obj.SetActiveBuffers (int numbuffers, int indices[]) -
  Choose the buffer to render into. This is available only
  if the GL_ARB_draw_buffers extension is supported by the
  card.
* obj.SetColorBuffer (int index, vtkTextureObject texture,
  int zslice)
* vtkTextureObject = obj.GetColorBuffer (int index)
* obj.RemoveColorBuffer (int index)
* obj.RemoveAllColorBuffers ()
* obj.SetDepthBuffer (vtkTextureObject depthTexture) - Set
  the texture to use as depth buffer.
* obj.RemoveDepthBuffer () - Set the texture to use as depth
  buffer.
* obj.SetDepthBufferNeeded (bool ) - If true, the frame
  buffer object will be initialized with a depth buffer.
  Initial value is true.
* bool = obj.GetDepthBufferNeeded () - If true, the frame
  buffer object will be initialized with a depth buffer.
  Initial value is true.
* obj.SetNumberOfRenderTargets (int ) - Set/Get the number
  of render targets to render into at once.
* int = obj.GetNumberOfRenderTargets () - Set/Get the number
  of render targets to render into at once.
* int = obj.GetMaximumNumberOfActiveTargets () - Returns the
  maximum number of targets that can be rendered to at one
  time. This limits the active targets set by
  SetActiveTargets(). The return value is valid only if
  GetContext is non-null.
* int = obj.GetMaximumNumberOfRenderTargets () - Returns the
  maximum number of render targets available. This limits
  the available attachement points for SetColorAttachment().
  The return value is valid only if GetContext is non-null.
* int = obj. GetLastSize () - Dimensions in pixels of the
  framebuffer.


* FreeMat_Documentation
* Visualization_Toolkit_Rendering_Classes
* Generated on Thu Jul 25 2013 17:18:35 for FreeMat by
  doxygen_ 1.8.1.1