RDFramebufferPass
Inherits: RefCounted < Object
Framebuffer pass attachment description (used by RenderingDevice).
Description
This class contains the list of attachment descriptions for a framebuffer pass. Each points with an index to a previously supplied list of texture attachments.
Multipass framebuffers can optimize some configurations in mobile. On desktop, they provide little to no advantage.
This object is used by RenderingDevice.
Properties
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Constants
ATTACHMENT_UNUSED = -1
Attachment is unused.
Property Descriptions
PackedInt32Array color_attachments = PackedInt32Array()
void set_color_attachments ( PackedInt32Array value )
PackedInt32Array get_color_attachments ( )
Color attachments in order starting from 0. If this attachment is not used by the shader, pass ATTACHMENT_UNUSED to skip.
int depth_attachment = -1
Depth attachment. ATTACHMENT_UNUSED should be used if no depth buffer is required for this pass.
PackedInt32Array input_attachments = PackedInt32Array()
void set_input_attachments ( PackedInt32Array value )
PackedInt32Array get_input_attachments ( )
Used for multipass framebuffers (more than one render pass). Converts an attachment to an input. Make sure to also supply it properly in the RDUniform for the uniform set.
PackedInt32Array preserve_attachments = PackedInt32Array()
void set_preserve_attachments ( PackedInt32Array value )
PackedInt32Array get_preserve_attachments ( )
Attachments to preserve in this pass (otherwise they are erased).
PackedInt32Array resolve_attachments = PackedInt32Array()
void set_resolve_attachments ( PackedInt32Array value )
PackedInt32Array get_resolve_attachments ( )
If the color attachments are multisampled, non-multisampled resolve attachments can be provided.
© Copyright 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0). Revision 53e837c6
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