Struct glium::framebuffer::MultiOutputFrameBuffer [] [src]

pub struct MultiOutputFrameBuffer<'a> {
    // some fields omitted
}

This struct is useless for the moment.

Methods

impl<'a> MultiOutputFrameBuffer<'a>

fn new<F>(facade: &F, color_attachments: &[(&str, &'a Texture2d)]) -> Result<MultiOutputFrameBuffer<'a>, ValidationError> where F: Facade

Creates a new MultiOutputFrameBuffer.

Panic

Panics if all attachments don't have the same dimensions.

fn with_depth_buffer<F, D>(facade: &F, color_attachments: &[(&str, &'a Texture2d)], depth: D) -> Result<MultiOutputFrameBuffer<'a>, ValidationError> where D: ToDepthAttachment<'a>, F: Facade

Creates a MultiOutputFrameBuffer with a depth buffer.

Panic

Panics if all attachments don't have the same dimensions.

Trait Implementations

impl<'a> Surface for MultiOutputFrameBuffer<'a>

fn clear(&mut self, rect: Option<&Rect>, color: Option<(f32, f32, f32, f32)>, color_srgb: bool, depth: Option<f32>, stencil: Option<i32>)

fn get_dimensions(&self) -> (u32, u32)

fn get_depth_buffer_bits(&self) -> Option<u16>

fn get_stencil_buffer_bits(&self) -> Option<u16>

fn draw<'i, 'v, V, I, U>(&mut self, vb: V, ib: I, program: &Program, uniforms: &U, draw_parameters: &DrawParameters) -> Result<(), DrawError> where I: Into<IndicesSource<'i>>, U: Uniforms, V: MultiVerticesSource<'v>

fn blit_color<S>(&self, source_rect: &Rect, target: &S, target_rect: &BlitTarget, filter: MagnifySamplerFilter) where S: Surface

fn blit_from_frame(&self, source_rect: &Rect, target_rect: &BlitTarget, filter: MagnifySamplerFilter)

fn blit_from_simple_framebuffer(&self, source: &SimpleFrameBuffer, source_rect: &Rect, target_rect: &BlitTarget, filter: MagnifySamplerFilter)

fn blit_from_multioutput_framebuffer(&self, source: &MultiOutputFrameBuffer, source_rect: &Rect, target_rect: &BlitTarget, filter: MagnifySamplerFilter)

fn clear_color(&mut self, red: f32, green: f32, blue: f32, alpha: f32)

fn clear_color_srgb(&mut self, red: f32, green: f32, blue: f32, alpha: f32)

fn clear_depth(&mut self, value: f32)

fn clear_stencil(&mut self, value: i32)

fn clear_color_and_depth(&mut self, color: (f32, f32, f32, f32), depth: f32)

fn clear_color_srgb_and_depth(&mut self, color: (f32, f32, f32, f32), depth: f32)

fn clear_color_and_stencil(&mut self, color: (f32, f32, f32, f32), stencil: i32)

fn clear_color_srgb_and_stencil(&mut self, color: (f32, f32, f32, f32), stencil: i32)

fn clear_depth_and_stencil(&mut self, depth: f32, stencil: i32)

fn clear_all(&mut self, color: (f32, f32, f32, f32), depth: f32, stencil: i32)

fn clear_all_srgb(&mut self, color: (f32, f32, f32, f32), depth: f32, stencil: i32)

fn has_depth_buffer(&self) -> bool

fn has_stencil_buffer(&self) -> bool

fn blit_whole_color_to<S>(&self, target: &S, target_rect: &BlitTarget, filter: MagnifySamplerFilter) where S: Surface

fn fill<S>(&self, target: &S, filter: MagnifySamplerFilter) where S: Surface