Difference between revisions of "Framebuffer"

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A Framebuffer is used for off-screen rendering. Think of it as an invisible screen that you can draw to, but that will not be visible until you draw it to the actual visible screen.
 
A Framebuffer is used for off-screen rendering. Think of it as an invisible screen that you can draw to, but that will not be visible until you draw it to the actual visible screen.
 
It is also known as "render to texture".
 
It is also known as "render to texture".
 
 
== Constructors ==
 
== Constructors ==
 
{{#ask: [[Category:Functions]] [[Constructs::Framebuffer]]
 
{{#ask: [[Category:Functions]] [[Constructs::Framebuffer]]
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== Functions ==
 
== Functions ==
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Revision as of 09:59, 25 March 2011

Available since LÖVE 0.7.0
This type is not supported in earlier versions.

A Framebuffer is used for off-screen rendering. Think of it as an invisible screen that you can draw to, but that will not be visible until you draw it to the actual visible screen. It is also known as "render to texture".

Constructors

love.graphics.newFramebufferCreates a new Framebuffer.

Functions

BodyBodies are objects with velocity and position.
CanvasOff-screen render target.
Canvas (Nederlands)Off-screen render target.
CircleShapeCircle extends Shape and adds a radius and a local position.
ContactContacts are objects created to manage collisions in worlds.
DataThe superclass of all data.
DecoderAn object which can gradually decode a sound file.
DistanceJointKeeps two bodies at the same distance.
DrawableSuperclass for all things that can be drawn on screen.
FileRepresents a file on the filesystem.
FileDataData representing the contents of a file.
FontDefines the shape of characters than can be drawn onto the screen.
FontDataA FontData represents a font.
FramebufferOff-screen render target.
Framebuffer:getImageDataGet stored ImageData.
Framebuffer:getWrapGets the wrapping properties of a Framebuffer.
Framebuffer:renderToRender to a framebuffer using a function.
Framebuffer:setWrapSets the wrapping properties of a Framebuffer.
GearJointKeeps bodies together in such a way that they act like gears.
GlyphDataA GlyphData represents a drawable symbol of a font.
ImageDrawable image type.
ImageDataRaw (decoded) image data.
JointAttach multiple bodies together to interact in unique ways.
MeshA 2D polygon mesh used for drawing arbitrary textured shapes.
MouseJointFor controlling objects with the mouse.
Object:typeGets the type of the object as a string.
Object:typeOfChecks whether an object is of a certain type.
ParticleSystemUsed to create cool effects, like fire.
PolygonShapePolygon is a convex polygon with up to 8 sides.
PrismaticJointRestricts relative motion between Bodies to one shared axis.
PulleyJointAllows you to simulate bodies connected through pulleys.
QuadA quadrilateral with texture coordinate information.
RasterizerA Rasterizer represents font data and glyphs.
RevoluteJointAllow two Bodies to revolve around a shared point.
ShapeShapes are objects used to control mass and collisions.
Shape (Français)Les Shapes sont des objets pour contrôler les masses et les collisions.
SoundDataContains raw audio samples.
SourceA Source represents audio you can play back.
SpriteBatchStore image positions in a buffer, and draw it in one call.
SpriteBatch (Français)Stock des positions d'image dans un tampon, puis les trace en un seul appel.
TextDrawable text.
TextBatchOne or more precalculated strings of text stored in a Drawable object.
TextureSuperclass for drawable objects which represent a texture.
ThreadA Thread represents a thread.
VideoA drawable video.
WorldA world is an object that contains all bodies and joints.

Supertypes

Drawable Object

See Also

Other Languages