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". | ||
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== Constructors == | == Constructors == | ||
{{#ask: [[Category:Functions]] [[Constructs::Framebuffer]] | {{#ask: [[Category:Functions]] [[Constructs::Framebuffer]] | ||
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== Functions == | == Functions == | ||
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| ?Description | | ?Description |
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.newFramebuffer | Creates a new Framebuffer. |
Functions
Body | Bodies are objects with velocity and position. |
Canvas | Off-screen render target. |
Canvas (Nederlands) | Off-screen render target. |
CircleShape | Circle extends Shape and adds a radius and a local position. |
Contact | Contacts are objects created to manage collisions in worlds. |
Data | The superclass of all data. |
Decoder | An object which can gradually decode a sound file. |
DistanceJoint | Keeps two bodies at the same distance. |
Drawable | Superclass for all things that can be drawn on screen. |
File | Represents a file on the filesystem. |
FileData | Data representing the contents of a file. |
Font | Defines the shape of characters than can be drawn onto the screen. |
FontData | A FontData represents a font. |
Framebuffer | Off-screen render target. |
Framebuffer:getImageData | Get stored ImageData. |
Framebuffer:getWrap | Gets the wrapping properties of a Framebuffer. |
Framebuffer:renderTo | Render to a framebuffer using a function. |
Framebuffer:setWrap | Sets the wrapping properties of a Framebuffer. |
GearJoint | Keeps bodies together in such a way that they act like gears. |
GlyphData | A GlyphData represents a drawable symbol of a font. |
Image | Drawable image type. |
ImageData | Raw (decoded) image data. |
Joint | Attach multiple bodies together to interact in unique ways. |
Mesh | A 2D polygon mesh used for drawing arbitrary textured shapes. |
MouseJoint | For controlling objects with the mouse. |
Object:type | Gets the type of the object as a string. |
Object:typeOf | Checks whether an object is of a certain type. |
ParticleSystem | Used to create cool effects, like fire. |
PolygonShape | Polygon is a convex polygon with up to 8 sides. |
PrismaticJoint | Restricts relative motion between Bodies to one shared axis. |
PulleyJoint | Allows you to simulate bodies connected through pulleys. |
Quad | A quadrilateral with texture coordinate information. |
Rasterizer | A Rasterizer represents font data and glyphs. |
RevoluteJoint | Allow two Bodies to revolve around a shared point. |
Shape | Shapes are objects used to control mass and collisions. |
Shape (Français) | Les Shapes sont des objets pour contrôler les masses et les collisions. |
SoundData | Contains raw audio samples. |
Source | A Source represents audio you can play back. |
SpriteBatch | Store 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. |
Text | Drawable text. |
TextBatch | One or more precalculated strings of text stored in a Drawable object. |
Texture | Superclass for drawable objects which represent a texture. |
Thread | A Thread represents a thread. |
Video | A drawable video. |
World | A world is an object that contains all bodies and joints. |
Supertypes
See Also
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