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diff --git a/manuals/chickadee/Framebuffers.html b/manuals/chickadee/Framebuffers.html deleted file mode 100644 index 6560323..0000000 --- a/manuals/chickadee/Framebuffers.html +++ /dev/null @@ -1,147 +0,0 @@ -<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"> -<html> -<!-- Copyright (C) 2017-2023 David Thompson dthompson2@worcester.edu - -Permission is granted to copy, distribute and/or modify this document -under the terms of the GNU Free Documentation License, Version 1.3 -or any later version published by the Free Software Foundation; -with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. -A copy of the license is included in the section entitled "GNU -Free Documentation License". - -A copy of the license is also available from the Free Software -Foundation Web site at http://www.gnu.org/licenses/fdl.html. - - -* Chickadee: (chickadee). Game programming toolkit for Guile. - -The document was typeset with -http://www.texinfo.org/ (GNU Texinfo). - --> -<!-- Created by GNU Texinfo 6.7, http://www.gnu.org/software/texinfo/ --> -<head> -<meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> -<title>Framebuffers (The Chickadee Game Toolkit)</title> - -<meta name="description" content="Framebuffers (The Chickadee Game Toolkit)" /> -<meta name="keywords" content="Framebuffers (The Chickadee Game Toolkit)" /> -<meta name="resource-type" content="document" /> -<meta name="distribution" content="global" /> -<meta name="Generator" content="makeinfo" /> -<link href="index.html" rel="start" title="Top" /> -<link href="Index.html" rel="index" title="Index" /> -<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents" /> -<link href="Graphics.html" rel="up" title="Graphics" /> -<link href="Viewports.html" rel="next" title="Viewports" /> -<link href="Shaders.html" rel="prev" title="Shaders" /> -<style type="text/css"> -<!-- -a.summary-letter {text-decoration: none} -blockquote.indentedblock {margin-right: 0em} -div.display {margin-left: 3.2em} -div.example {margin-left: 3.2em} -div.lisp {margin-left: 3.2em} -kbd {font-style: oblique} -pre.display {font-family: inherit} -pre.format {font-family: inherit} -pre.menu-comment {font-family: serif} -pre.menu-preformatted {font-family: serif} -span.nolinebreak {white-space: nowrap} -span.roman {font-family: initial; font-weight: normal} -span.sansserif {font-family: sans-serif; font-weight: normal} -ul.no-bullet {list-style: none} -@media (min-width: 1140px) { - body { - margin-left: 14rem; - margin-right: 4rem; - max-width: 52rem; - } -} - -@media (min-width: 800px) and (max-width: 1140px) { - body { - margin-left: 6rem; - margin-right: 4rem; - max-width: 52rem; - } -} - -@media (max-width: 800px) { - body { - margin: 1rem; - } -} - ---> -</style> -<link rel="stylesheet" type="text/css" href="https://dthompson.us/css/dthompson.css" /> - - -</head> - -<body lang="en"> -<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> [<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> - - - - -</body> -</html> |