예제 #1
0
 public DepthBuffer(FrameBuffer buffer, DepthType type, int samples)
     : base(buffer)
 {
     MakeCurrent();
     OpenGL.glRenderbufferStorageMultisample(OpenGL.Const.GL_RENDERBUFFER, samples, (uint)type, buffer.Width, buffer.Height);
     OpenGL.glFramebufferRenderbuffer(OpenGL.Const.GL_FRAMEBUFFER, OpenGL.Const.GL_DEPTH_ATTACHMENT, OpenGL.Const.GL_RENDERBUFFER, handle);
 }
예제 #2
0
 public StencilBuffer(FrameBuffer buffer, int samples)
     : base(buffer)
 {
     MakeCurrent();
     OpenGL.glRenderbufferStorageMultisample(OpenGL.Const.GL_RENDERBUFFER, samples, OpenGL.Const.GL_STENCIL_INDEX8, buffer.Width, buffer.Height);
     OpenGL.glFramebufferRenderbuffer(OpenGL.Const.GL_RENDERBUFFER, OpenGL.Const.GL_STENCIL_ATTACHMENT, OpenGL.Const.GL_RENDERBUFFER, handle);
 }
예제 #3
0
 public ColorBuffer(FrameBuffer fb, InternalFormat fmt, int samples)
     :       base(fb)
 {
     MakeCurrent();
     OpenGL.glRenderbufferStorageMultisample(OpenGL.Const.GL_RENDERBUFFER, samples, (uint)fmt, fb.Width, fb.Height);
     OpenGL.glFramebufferRenderbuffer(OpenGL.Const.GL_FRAMEBUFFER, OpenGL.Const.GL_COLOR_ATTACHMENT0, OpenGL.Const.GL_RENDERBUFFER, handle);
 }