Unigine.RenderTarget Class
A container to which an image is rendered (a framebuffer abstraction).
RenderTarget Class
Properties
bool IsCompleted#
A value indicating if the render target is completed.
bool IsEnabled#
A value indicating if the render target is enabled.
Members
RenderTarget Create ( ) #
Creates a new render target.Return value
Render target.void Destroy ( ) #
Destroys the render target.void Enable ( ) #
Enables the render target.void EnableCompute ( ) #
Enables the render target with the use of compute shader output.void Disable ( ) #
Disables the render target.void Flush ( ) #
Flushes the render target.Texture GetColorTexture ( int slot ) #
Returns a color texture by the specified slot.Arguments
- int slot - Texture slot.
Return value
Color texture if it exists, otherwise NULL.void BindColorTexture ( int slot, Texture texture, int array_slice = -1, int texture_slice = -1, int mip_level = 0 ) #
Binds a render target texture to a device by the specified slot.Arguments
- int slot - Texture slot.
- Texture texture - Color texture to be bound.
- int array_slice - Array slice.
- int texture_slice - Texture slice.
- int mip_level - Texture mip level.
void UnbindColorTexture ( int slot ) #
Unbinds a render target texture from a device by the specified slot.Arguments
- int slot - Texture slot.
void UnbindColorTextures ( ) #
Unbinds all render target textures from a device.Texture GetDepthTexture ( ) #
Returns the depth texture.Return value
Depth texture if it exists, otherwise NULL.void BindDepthTexture ( Texture texture, int array_slice = -1, int texture_slice = -1, int mip_level = 0 ) #
Binds a depth texture to a device by the specified slot.Arguments
- Texture texture - Depth texture to be bound.
- int array_slice - Array slice.
- int texture_slice - Texture slice.
- int mip_level - Texture mip level.
void UnbindDepthTexture ( ) #
Unbinds a depth texture from a device.Texture GetUnorderedAccessTexture ( int slot ) #
Returns an unordered access texture by the specified slot.Arguments
- int slot - Texture slot.
Return value
Unordered access texture if it exists, otherwise NULL.void BindUnorderedAccessTexture ( int slot, Texture texture, int writeonly = 0 ) #
Binds an unordered access texture to a device by the specified slot.Arguments
- int slot - Texture slot.
- Texture texture - Unordered access texture to be bound.
- int writeonly - Access flag. 1 to use the texture for writing only, otherwise 0.
void UnbindUnorderedAccessTexture ( int slot ) #
Unbinds an unordered access texture from a device by the specified slot.Arguments
- int slot - Texture slot.
void UnbindUnorderedAccessTextures ( ) #
Unbinds all unordered access textures from a device.StructuredBuffer GetStructuredBuffer ( int slot ) #
Returns a structured buffer by the specified slot.Arguments
- int slot - Texture slot.
Return value
Structured buffer if it exists, otherwise NULL.void BindStructuredBuffer ( int slot, StructuredBuffer buffer ) #
Binds a structured buffer to a device by the specified slot.Arguments
- int slot - Texture slot.
- StructuredBuffer buffer - Structured buffer to be bound.
void UnbindStructuredBuffer ( int slot ) #
Unbinds a structured buffer from a device by the specified slot.Arguments
- int slot - Texture slot.
void UnbindStructuredBuffers ( ) #
Unbinds all structured buffers from a device.void UnbindAll ( ) #
Unbinds all color, depth, and unordered access textures as well as structured buffers from a device.Last update:
2020-04-10
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