openrndr / org.openrndr.draw / RenderTargetBuilder

RenderTargetBuilder

class RenderTargetBuilder (source)

Constructors

<init>

RenderTargetBuilder(renderTarget: RenderTarget)

Functions

arrayCubemap

attach an existing ArrayCubemap with a named binding to RenderTarget

fun arrayCubemap(name: String, arrayCubemap: ArrayCubemap, side: CubemapSide, layer: Int, level: Int = 0): Unit

attach an existing ArrayCubemap with a nameless binding to RenderTarget

fun arrayCubemap(arrayCubemap: ArrayCubemap, side: CubemapSide, layer: Int, level: Int = 0): Unit

arrayTexture

attach an existing ArrayTexture with a named binding to RenderTarget

fun arrayTexture(name: String, arrayTexture: ArrayTexture, layer: Int, level: Int = 0): Unit
fun arrayTexture(arrayTexture: ArrayTexture, layer: Int, level: Int = 0): Unit

colorBuffer

attach an existing ColorBuffer to the RenderTarget

fun colorBuffer(colorBuffer: ColorBuffer, level: Int = 0): Unit

attach an existing ColorBuffer to the RenderTarget and give it a name

fun colorBuffer(name: String, colorBuffer: ColorBuffer, level: Int = 0): Unit

create a new ColorBuffer and create a named attachment to the RenderTarget

fun colorBuffer(name: String, format: ColorFormat = ColorFormat.RGBa, type: ColorType = ColorType.UINT8): Unit

create a new ColorBuffer and create a nameless attachment to the RenderTarget

fun colorBuffer(format: ColorFormat = ColorFormat.RGBa, type: ColorType = ColorType.UINT8): Unit

cubemap

attach an existing Cubemap with a named binding to RenderTarget

fun cubemap(name: String, cubemap: Cubemap, side: CubemapSide, level: Int = 0): Unit

attach an existing Cubemap with a nameless binding to RenderTarget

fun cubemap(cubemap: Cubemap, side: CubemapSide, level: Int = 0): Unit

depthBuffer

create and attach a DepthBuffer

fun depthBuffer(format: DepthFormat = DepthFormat.DEPTH24_STENCIL8): Unit

attach an existing DepthBuffer

fun depthBuffer(depthBuffer: DepthBuffer): Unit

volumeTexture

attach an existing VolumeTexture with a named binding to RenderTarget

fun volumeTexture(name: String, volumeTexture: VolumeTexture, layer: Int, level: Int = 0): Unit

attach an existing VolumeTexture with a nameless binding to RenderTarget

fun volumeTexture(volumeTexture: VolumeTexture, layer: Int, level: Int = 0): Unit