RenderTexture for GL ES FBO.
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#include <OgreGLESFBORenderTexture.h>
RenderTexture for GL ES FBO.
Definition at line 42 of file OgreGLESFBORenderTexture.h.
◆ GLESFBORenderTexture()
◆ _detachDepthBuffer()
virtual void Ogre::GLESFBORenderTexture::_detachDepthBuffer |
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◆ attachDepthBuffer()
virtual bool Ogre::GLESFBORenderTexture::attachDepthBuffer |
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DepthBuffer * |
depthBuffer | ) |
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virtual |
Override so we can attach the depth buffer to the FBO.
◆ detachDepthBuffer()
virtual void Ogre::GLESFBORenderTexture::detachDepthBuffer |
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◆ getCustomAttribute()
virtual void Ogre::GLESFBORenderTexture::getCustomAttribute |
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const String & |
name, |
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void * |
pData |
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◆ notifyOnContextLost()
virtual void Ogre::GLESFBORenderTexture::notifyOnContextLost |
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protectedvirtual |
◆ notifyOnContextReset()
virtual void Ogre::GLESFBORenderTexture::notifyOnContextReset |
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protectedvirtual |
◆ swapBuffers()
virtual void Ogre::GLESFBORenderTexture::swapBuffers |
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virtual |
Override needed to deal with multisample buffers.
◆ mFB
The documentation for this class was generated from the following file: