public class RenderTexture extends Texture
RenderTexture is: init(GLState) -> begin(GLState) -> end(GLState) -> destroy(GLState).
(c) Zynga 2011| Modifier and Type | Field and Description |
|---|---|
protected int |
mFramebufferObjectID |
protected int |
mHeight |
protected PixelFormat |
mPixelFormat |
protected int |
mWidth |
HARDWARE_TEXTURE_ID_INVALID, mHardwareTextureID, mTextureManager, mTextureOptions, mTextureStateListener, mUpdateOnHardwareNeeded| Constructor and Description |
|---|
RenderTexture(TextureManager pTextureManager,
int pWidth,
int pHeight) |
RenderTexture(TextureManager pTextureManager,
int pWidth,
int pHeight,
PixelFormat pPixelFormat) |
RenderTexture(TextureManager pTextureManager,
int pWidth,
int pHeight,
PixelFormat pPixelFormat,
TextureOptions pTextureOptions) |
RenderTexture(TextureManager pTextureManager,
int pWidth,
int pHeight,
PixelFormat pPixelFormat,
TextureOptions pTextureOptions,
ITextureStateListener pTextureStateListener) |
RenderTexture(TextureManager pTextureManager,
int pWidth,
int pHeight,
TextureOptions pTextureOptions) |
| Modifier and Type | Method and Description |
|---|---|
void |
begin(GLState pGLState) |
void |
begin(GLState pGLState,
boolean pFlipX,
boolean pFlipY) |
void |
begin(GLState pGLState,
boolean pFlipX,
boolean pFlipY,
Color pColor) |
void |
begin(GLState pGLState,
boolean pFlipX,
boolean pFlipY,
float pRed,
float pGreen,
float pBlue,
float pAlpha) |
void |
begin(GLState pGLState,
Color pColor) |
void |
begin(GLState pGLState,
float pRed,
float pGreen,
float pBlue,
float pAlpha) |
void |
destroy(GLState pGLState) |
void |
end(GLState pGLState) |
void |
end(GLState pGLState,
boolean pFlush,
boolean pFinish) |
void |
finish(GLState pGLState) |
void |
flush(GLState pGLState) |
android.graphics.Bitmap |
getBitmap(GLState pGLState) |
android.graphics.Bitmap |
getBitmap(GLState pGLState,
int pX,
int pY,
int pWidth,
int pHeight) |
int |
getHeight() |
int[] |
getPixelsARGB_8888(GLState pGLState) |
int[] |
getPixelsARGB_8888(GLState pGLState,
int pX,
int pY,
int pWidth,
int pHeight) |
int |
getWidth() |
void |
init(GLState pGLState) |
boolean |
isInitialized() |
protected void |
resotorePreviousViewport() |
protected void |
restorePreviousFramebufferObjectID(GLState pGLState) |
protected void |
savePreviousFramebufferObjectID(GLState pGLState) |
protected void |
savePreviousViewport() |
protected void |
writeTextureToHardware(GLState pGLState) |
bind, bind, getHardwareTextureID, getPixelFormat, getTextureOptions, getTextureStateListener, hasTextureStateListener, isLoadedToHardware, isUpdateOnHardwareNeeded, load, load, loadToHardware, reloadToHardware, setNotLoadedToHardware, setTextureStateListener, setUpdateOnHardwareNeeded, unload, unload, unloadFromHardwareprotected final PixelFormat mPixelFormat
protected final int mWidth
protected final int mHeight
protected int mFramebufferObjectID
public RenderTexture(TextureManager pTextureManager, int pWidth, int pHeight)
public RenderTexture(TextureManager pTextureManager, int pWidth, int pHeight, PixelFormat pPixelFormat)
public RenderTexture(TextureManager pTextureManager, int pWidth, int pHeight, TextureOptions pTextureOptions)
public RenderTexture(TextureManager pTextureManager, int pWidth, int pHeight, PixelFormat pPixelFormat, TextureOptions pTextureOptions)
public RenderTexture(TextureManager pTextureManager, int pWidth, int pHeight, PixelFormat pPixelFormat, TextureOptions pTextureOptions, ITextureStateListener pTextureStateListener)
public int getWidth()
public int getHeight()
public boolean isInitialized()
protected void writeTextureToHardware(GLState pGLState)
writeTextureToHardware in class Texturepublic void init(GLState pGLState) throws GLFrameBufferException, GLException
pGLState - RenderTextureInitializationException - when this RenderTexture could not be initialized. The GLException contains the error code. When this exception is throw, all cleanup will be automatically performed through destroy(GLState).GLFrameBufferExceptionGLExceptionpublic void begin(GLState pGLState)
RenderTexture#end(GLState)},
{@link RenderTexture#end(GLState, boolean, boolean}}.public void begin(GLState pGLState, Color pColor)
pColor - the Color to clear this RenderTexture.RenderTexture#end(GLState)},
{@link RenderTexture#end(GLState, boolean, boolean}}.public void begin(GLState pGLState, float pRed, float pGreen, float pBlue, float pAlpha)
pRed - the red portion of the color to clear this RenderTexture.pGreen - the green portion of the color to clear this RenderTexture.pBlue - the blue portion of the color to clear this RenderTexture.pAlpha - the alpha portion of the color to clear this RenderTexture.RenderTexture#end(GLState)},
{@link RenderTexture#end(GLState, boolean, boolean}}.public void begin(GLState pGLState, boolean pFlipX, boolean pFlipY, Color pColor)
pColor - the Color to clear this RenderTexture.RenderTexture#end(GLState)},
{@link RenderTexture#end(GLState, boolean, boolean}}.public void begin(GLState pGLState, boolean pFlipX, boolean pFlipY, float pRed, float pGreen, float pBlue, float pAlpha)
pRed - the red portion of the color to clear this RenderTexture.pGreen - the green portion of the color to clear this RenderTexture.pBlue - the blue portion of the color to clear this RenderTexture.pAlpha - the alpha portion of the color to clear this RenderTexture.RenderTexture#end(GLState)},
{@link RenderTexture#end(GLState, boolean, boolean}}.public void begin(GLState pGLState, boolean pFlipX, boolean pFlipY)
RenderTexture#end(GLState)},
{@link RenderTexture#end(GLState, boolean, boolean}}.public void flush(GLState pGLState)
GLState#flush()}.public void finish(GLState pGLState)
GLState#finish()}.public void end(GLState pGLState)
RenderTexture#begin(GLState)},
{@link RenderTexture#begin(GLState, boolean, boolean)},
{@link RenderTexture#begin(GLState, Color)},
{@link RenderTexture#begin(GLState, float, float, float, float)},
{@link RenderTexture#begin(GLState, boolean, boolean, Color)}.
{@link RenderTexture#begin(GLState, boolean, boolean, float, float, float, float)}.public void end(GLState pGLState, boolean pFlush, boolean pFinish)
pGLState - pFlush - GLState.flush() has lower preference than pFinish.pFinish - GLState.finish() had higher preference than pFlush.RenderTexture#begin(GLState)},
{@link RenderTexture#begin(GLState, boolean, boolean)},
{@link RenderTexture#begin(GLState, Color)},
{@link RenderTexture#begin(GLState, float, float, float, float)},
{@link RenderTexture#begin(GLState, boolean, boolean, Color)}.
{@link RenderTexture#begin(GLState, boolean, boolean, float, float, float, float)}.public void destroy(GLState pGLState)
protected void savePreviousFramebufferObjectID(GLState pGLState)
protected void restorePreviousFramebufferObjectID(GLState pGLState)
protected void savePreviousViewport()
protected void resotorePreviousViewport()
public int[] getPixelsARGB_8888(GLState pGLState)
public int[] getPixelsARGB_8888(GLState pGLState, int pX, int pY, int pWidth, int pHeight)
public android.graphics.Bitmap getBitmap(GLState pGLState)
public android.graphics.Bitmap getBitmap(GLState pGLState, int pX, int pY, int pWidth, int pHeight)