Lua FBO
From Spring
FBO
gl.CreateFBO
( [ table initialization ] ) -> userdata fbo
initialization table can contain:
attachment ::= luaTex or RBO or nil or { luaTex [, num target [, num level ] ] }
{
depth = attachment,
stencil = attachment,
color0 = attachment,
color1 = attachment,
color2 = attachment,
..
color15 = attachment,
drawbuffers = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT3_EXT, ..}
}
gl.DeleteFBO (this doesn't delete the attached objects!)
( fbo ) -> nil
gl.IsValidFBO (search the internet for glCheckFramebufferStatusEXT to learn more about the status param)
( fbo [, number target ] ) -> boolean valid [, number status ]
gl.ActiveFBO
( fbo [, number target] [, boolean loadIdentities ] , lua_function, arg1, arg2, ... ) -> nil
gl.UnsafeSetFBO (similar to gl.ActiveFBO(). NOTE: don't forget to unbind your FBO!)
( nil [, number target = GL_FRAMEBUFFER_EXT ] ) -> nil (this will bind the screenbuffer) ( fbo [, number target = fbo.target ] ) -> nil
gl.BlitFBO needs GLEW_EXT_framebuffer_blit
( int x0Src,y0Src,x1Src,y1Src, int x0Dst,y0Dst,x1Dst,y1Dst [, number mask = GL_COLOR_BUFFER_BIT [, number filter = GL_NEAREST ] ] ) -> nil
( fboSrc, int x0Src,y0Src,x1Src,y1Src, fboDst, int x0Dst,y0Dst,x1Dst,y1Dst [, number mask = GL_COLOR_BUFFER_BIT [, number filter = GL_NEAREST ] ] ) -> nil
Userdata FBO
attachment ::= luaTex or RBO or nil or { luaTex or RBO [, num target [, num level ]] }
write-only methods are:
fbo.depth = attachment
fbo.stencil = attachment
fbo.color0 = attachment
..
fbo.color15 = attachment
fbo.drawbuffers = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT3_EXT, ..}
fbo.readbuffer = GL_COLOR_ATTACHMENT0_EXT