coneneko.rendertarget



interface RenderTarget;


abstract void draw(SceneGraph a);


class FrameBufferObject: coneneko.texture.Texture, coneneko.rendertarget.RenderTarget;


this(uint width, uint height, uint index, bool enableDepthBuffer);


protected void attachFramebuffer(ubyte attachmentIndex = cast(ubyte)0);


protected void detachFramebuffer();


protected int internalformat();
GL_RGBA8

class Renderbuffer;
fboのdepth

this(FrameBufferObject owner, uint width, uint height);


class FrameBufferObjectRgba32f: coneneko.rendertarget.FrameBufferObject;


this(uint width, uint height, uint index, bool enableDepthBuffer);


protected int internalformat();
GL_RGBA32F_ARB

protected uint dataType();
GL_FLOAT

Rgba rgba();
使えなくなる、代わりはfloatPixels

float[] floatPixels();
float[4] rgbaで、4倍のサイズ


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