Lua FBO and RBO: Difference between revisions
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imported>JK New page: == FBO == '''gl.CreateFBO''' ( [ table initialization ] ) -> userdata fbo <font color=darkgreen> initialization table can contain: attachment ::= ... |
imported>Argh m Font colors, 2 (used #55ee99) |
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| Line 2: | Line 2: | ||
'''gl.CreateFBO''' | '''gl.CreateFBO''' | ||
( [ table initialization ] ) -> userdata [[Lua_FBO_and_RBO#Userdata_FBO|fbo]] | ( [ table initialization ] ) -> userdata [[Lua_FBO_and_RBO#Userdata_FBO|fbo]] | ||
<font color= | <font color=#55ee99> | ||
initialization table can contain: | initialization table can contain: | ||
| Line 19: | Line 19: | ||
</font> | </font> | ||
'''gl.DeleteFBO''' <font color= | '''gl.DeleteFBO''' <font color=#55ee99>(This doesn't delete the attached objects!)</font> | ||
( fbo ) -> nil | ( fbo ) -> nil | ||
| Line 28: | Line 28: | ||
( fbo [, number [[Lua_ConstGL#FBO_Targets|target]] ] [, boolean identities ] , lua_function, arg1, arg2, ... ) -> nil | ( fbo [, number [[Lua_ConstGL#FBO_Targets|target]] ] [, boolean identities ] , lua_function, arg1, arg2, ... ) -> nil | ||
'''gl.UnsafeSetFBO''' <font color= | '''gl.UnsafeSetFBO''' <font color=#55ee99>(Binds a FBO like gl.ActiveFBO() does, but you have to unbind it yourself!)</font> | ||
( nil [, number [[Lua_ConstGL#FBO_Targets|target]] = GL_FRAMEBUFFER_EXT ] ) -> nil <font color= | ( nil [, number [[Lua_ConstGL#FBO_Targets|target]] = GL_FRAMEBUFFER_EXT ] ) -> nil <font color=#55ee99>(Bind default screenbuffer)</font> | ||
( fbo [, number [[Lua_ConstGL#FBO_Targets|target]] = fbo.target ] ) -> nil | ( fbo [, number [[Lua_ConstGL#FBO_Targets|target]] = fbo.target ] ) -> nil | ||
| Line 43: | Line 43: | ||
===Userdata FBO=== | ===Userdata FBO=== | ||
<font color= | <font color=#55ee99>attachment ::= luaTex or RBO or nil or { luaTex or RBO [, num [[Lua_ConstGL#FBO_Targets|target]] [, num level ]] }</font> | ||
write-only methods are: | write-only methods are: | ||
Revision as of 19:51, 27 October 2008
FBO
gl.CreateFBO
( [ table initialization ] ) -> userdata fbo
initialization table can contain:
attachment ::= luaTex or RBO or nil or { luaTex [, num target [, num level ] ] }
{
depth = attachment,
stencil = attachment,
color0 = attachment,
color1 = attachment,
color2 = attachment,
..
color15 = attachment,
drawbuffers = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT3_EXT, ..}
}
gl.DeleteFBO (This doesn't delete the attached objects!)
( fbo ) -> nil
gl.IsValidFBO
( fbo [, number target ] ) -> boolean valid [, number status ]
gl.ActiveFBO
( fbo [, number target ] [, boolean identities ] , lua_function, arg1, arg2, ... ) -> nil
gl.UnsafeSetFBO (Binds a FBO like gl.ActiveFBO() does, but you have to unbind it yourself!)
( nil [, number target = GL_FRAMEBUFFER_EXT ] ) -> nil (Bind default screenbuffer) ( fbo [, number target = fbo.target ] ) -> nil
gl.BlitFBO needs GLEW_EXT_framebuffer_blit
( int x0Src,y0Src,x1Src,y1Src, int x0Dst,y0Dst,x1Dst,y1Dst [, number mask = GL_COLOR_BUFFER_BIT [, number filter = GL_NEAREST ] ] ) -> nil
( fboSrc , int x0Src,y0Src,x1Src,y1Src, fboDst , int x0Dst,y0Dst,x1Dst,y1Dst [, number mask = GL_COLOR_BUFFER_BIT [, number filter = GL_NEAREST ] ] ) -> nil
Userdata FBO
attachment ::= luaTex or RBO or nil or { luaTex or RBO [, num target [, num level ]] }
write-only methods are:
fbo.depth = attachment
fbo.stencil = attachment
fbo.color0 = attachment
..
fbo.color15 = attachment
fbo.drawbuffers = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT3_EXT, ..}
fbo.readbuffer = GL_COLOR_ATTACHMENT0_EXT
RBO
gl.CreateRBO
( int xsize, int ysize,
[ {
target = GL_RENDERBUFFER_EXT,
format = GL_RGBA,
} ]) -> userdata rbo
gl.DeleteRBO
( rbo ) -> nil
Userdata RBO
read-only methods are: rbo.target = number rbo.format = number rbo.xsize = number rbo.ysize = number rbo.valid = boolean