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Diffstat (limited to 'doc')
-rw-r--r-- | doc/api.texi | 38 |
1 files changed, 38 insertions, 0 deletions
diff --git a/doc/api.texi b/doc/api.texi index 8295b38..694a236 100644 --- a/doc/api.texi +++ b/doc/api.texi @@ -926,6 +926,44 @@ considered an advanced feature. @node Framebuffers @subsection Framebuffers +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. + +@deffn {Procedure} make-framebuffer @var{width} @var{height} [#:min-filter 'linear] [#:mag-filter 'linear] [#:wrap-s 'repeat] [#:wrap-t 'repeat] + +Create a new framebuffer that is @var{width} pixels wide and @var{height} pixels high. + +@var{min-filter} and @var{mag-filter} 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} for simple nearest neighbor scaling. This is typically +the best choice for pixel art games. +@end deffn + +@deffn {Procedure} framebuffer? @var{obj} +Return @code{#t} if @var{obj} is a framebuffer. +@end deffn + +@deffn {Procedure} framebuffer-texture @var{fb} +Return the texture backing the framebuffer @var{fb}. +@end deffn + +@deffn {Procedure} framebuffer-viewport @var{fb} +Return the default viewport (@pxref{Viewports}) used by the +framebuffer @var{fb}. +@end deffn + +@deffn {Procedure} null-framebuffer +The default framebuffer. +@end deffn + @node Viewports @subsection Viewports |