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authorDavid Thompson <dthompson2@worcester.edu>2023-12-28 11:23:49 -0500
committerDavid Thompson <dthompson2@worcester.edu>2023-12-28 11:23:49 -0500
commit25c5eac5e6ca1035db1eddd7bea9ac78531da57e (patch)
tree96377006bbfee75bcf0ce208c1ef89cbdfa5b803 /manuals/chickadee/Framebuffers.html
parent5b2e467a7e5e2ffbb0cbbf2557283be891d8206b (diff)
Delete manuals!
Good riddance! These are hosted on files.dthompson.us now!
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-<span id="Framebuffers"></span><div class="header">
-<p>
-Next: <a href="Viewports.html" accesskey="n" rel="next">Viewports</a>, Previous: <a href="Shaders.html" accesskey="p" rel="prev">Shaders</a>, Up: <a href="Graphics.html" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html" title="Index" rel="index">Index</a>]</p>
-</div>
-<hr />
-<span id="Framebuffers-1"></span><h4 class="subsection">5.3.14 Framebuffers</h4>
-
-<p>A framebuffer is a chunk of memory that the GPU can render things
-onto. By default, the framebuffer that is used for rendering is the
-one belonging to the game window, but custom framebuffers can be used
-as well. A common use-case for custom framebuffers is applying
-post-processing effects: The entire scene is rendered to a
-framebuffer, and then the contents of that framebuffer are applied to
-a post-processing shader and rendered to the game window. The
-post-processing shader could do any number of things: scaling,
-antialiasing, motion blur, etc.
-</p>
-<dl>
-<dt id="index-make_002dframebuffer">Procedure: <strong>make-framebuffer</strong> <em>width height [#:min-filter <code>linear</code>] [#:mag-filter <code>linear</code>] [#:wrap-s <code>repeat</code>] [#:wrap-t <code>repeat</code>]</em></dt>
-<dd>
-<p>Create a new framebuffer that is <var>width</var> pixels wide and <var>height</var> pixels high.
-</p>
-<p><var>min-filter</var> and <var>mag-filter</var> determine the scaling algorithm
-applied to the framebuffer when rendering. By default, linear scaling
-is used in both cases. To perform no smoothing at all, use
-<code>nearest</code> for simple nearest neighbor scaling. This is typically
-the best choice for pixel art games.
-</p></dd></dl>
-
-<dl>
-<dt id="index-framebuffer_003f">Procedure: <strong>framebuffer?</strong> <em>obj</em></dt>
-<dd><p>Return <code>#t</code> if <var>obj</var> is a framebuffer.
-</p></dd></dl>
-
-<dl>
-<dt id="index-framebuffer_002dtexture">Procedure: <strong>framebuffer-texture</strong> <em>fb</em></dt>
-<dd><p>Return the texture backing the framebuffer <var>fb</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-framebuffer_002dviewport">Procedure: <strong>framebuffer-viewport</strong> <em>fb</em></dt>
-<dd><p>Return the default viewport (see <a href="Viewports.html">Viewports</a>) used by the
-framebuffer <var>fb</var>.
-</p></dd></dl>
-
-<dl>
-<dt id="index-null_002dframebuffer">Procedure: <strong>null-framebuffer</strong></dt>
-<dd><p>The default framebuffer.
-</p></dd></dl>
-
-<dl>
-<dt id="index-current_002dframebuffer">Procedure: <strong>current-framebuffer</strong></dt>
-<dd><p>Return the current framebuffer.
-</p></dd></dl>
-
-<dl>
-<dt id="index-g_003aframebuffer">Variable: <strong>g:framebuffer</strong></dt>
-<dd><p>Render state for framebuffers (see <a href="Rendering-Engine.html">Rendering Engine</a>.)
-</p></dd></dl>
-
-
-
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