/// <summary>Sets a value to the structure representing the rendering result storage destination</summary> /// <param name="buffer">Color buffer (release when NULL)</param> public void Set(ColorBuffer buffer) { this.Buffer = buffer; this.Level = 0; this.CubeFace = TextureCubeFace.PositiveX; }
/// <summary>Sets the color storage destination (for the color buffer)</summary> /// <param name="buffer">Color buffer (release when NULL)</param> /// <remarks>Sets the color buffer to the color storage destination.</remarks> public void SetColorTarget(ColorBuffer buffer) { this.SetColorTarget(new RenderTarget(buffer)); }
/// <summary>Creates a structure representing the rendering result storage destination</summary> /// <param name="buffer">Color buffer (release when NULL)</param> public RenderTarget(ColorBuffer buffer) { this.Buffer = buffer; this.Level = 0; this.CubeFace = TextureCubeFace.PositiveX; }
/// <summary>Creates a copy of the color buffer</summary> /// <returns>Clones a color buffer</returns> /// <remarks>Creates a copy of the color buffer. The 2 color buffers will then share unmanaged resources. When Dispose() is called for all copies, the shared unmanaged resources will be freed.</remarks> protected ColorBuffer(ColorBuffer buffer) : base(buffer) { }