public void AttachDepth(Texture2d texture, uint level) { AttachDepth(new RenderTextureAttachment(texture, level)); }
public void AttachDepth(Texture2d texture) { AttachDepth(texture, 0); }
/// <summary> /// Attach a 2D texture image to color buffer. /// </summary> /// <param name="texture"> /// A <see cref="Texture2d"/> which will be used for read/write operation on this RenderFrambuffer. /// </param> public void AttachColor(Texture2d texture) { AttachColor(texture, 0, 0); }
/// <summary> /// Attach a 2D texture image to color buffer. /// </summary> /// <param name="texture"> /// A <see cref="Texture2d"/> which will be used for read/write operation on this RenderFrambuffer. /// </param> /// <param name="attachmentIndex"> /// A <see cref="UInt32"/> that specify the framebuffer color attachment index. /// </param> public void AttachColor(Texture2d texture, uint attachmentIndex) { AttachColor(texture, attachmentIndex, 0); }
/// <summary> /// Construct a EmptyTechnique. /// </summary> /// <param name="texture"> /// The <see cref="Texture2d"/> affected by this Technique. /// </param> /// <param name="target"> /// A <see cref="TextureTarget"/> that specify the texture target. /// </param> /// <param name="level"> /// The specific level of the target to define. Defaults to zero. /// </param> /// <param name="pixelFormat"> /// The texture pixel format. /// </param> /// <param name="image"> /// The <see cref="Image"/> holding the texture data. /// </param> public ImageTechnique(Texture2d texture, TextureTarget target, PixelLayout pixelFormat, Image image) : this(texture, target, 0, pixelFormat, image) { }