- bind
void bind()
glBindFramebuffer add id to stack
- check
void check()
- drawBuffers
void drawBuffers(in int[] bufs...)
- setColor
void setColor(GLRenderBuffer rbo, uint no)
set render buffer as color attachment
- setColor
void setColor(GLTexture tex, uint no = 0)
set texture as color attachment
- setDepth
void setDepth(GLRenderBuffer rbo)
set render buffer as depth attachment
- setDepth
void setDepth(GLTexture tex)
set texture as depth attachment
- setRBO
void setRBO(GLRenderBuffer rbo, GLenum attachment)
- setTex
void setTex(GLTexture tex, GLenum attachment)
- texture
void texture(GLTexture tex, GLenum attachment, uint level = 0)
- texture1D
void texture1D(GLTexture tex, GLenum attachment, uint level = 0)
- texture2D
void texture2D(GLTexture tex, GLenum attachment, uint level = 0)
- texture3D
void texture3D(GLTexture tex, GLenum attachment, uint level = 0, int layer = 0)
- textureLayer
void textureLayer(GLTexture tex, GLenum attachment, uint layer, uint level = 0)
- unbind
void unbind()
pop from stack old frame buffer id and glBindFramebuffer with it