Example #1
0
 def makeFBO(self, name, auxrgba):
     # This routine creates an offscreen buffer.  All the complicated
     # parameters are basically demanding capabilities from the offscreen
     # buffer - we demand that it be able to render to texture on every
     # bitplane, that it can support aux bitplanes, that it track
     # the size of the host window, that it can render to texture
     # cumulatively, and so forth.
     winprops = WindowProperties()
     props = FrameBufferProperties()
     props.setRgbColor(1)
     props.setAlphaBits(1)
     props.setDepthBits(1)
     props.setAuxRgba(auxrgba)
     return base.graphicsEngine.makeOutput(
         base.pipe, "model buffer", -2, props, winprops,
         GraphicsPipe.BFSizeTrackHost | GraphicsPipe.BFCanBindEvery
         | GraphicsPipe.BFRttCumulative | GraphicsPipe.BFRefuseWindow,
         base.win.getGsg(), base.win)
Example #2
0
 def makeFBO(self, name, auxrgba):
     # This routine creates an offscreen buffer.  All the complicated
     # parameters are basically demanding capabilities from the offscreen
     # buffer - we demand that it be able to render to texture on every
     # bitplane, that it can support aux bitplanes, that it track
     # the size of the host window, that it can render to texture
     # cumulatively, and so forth.
     winprops = WindowProperties()
     props = FrameBufferProperties()
     props.setRgbColor(1)
     props.setAlphaBits(1)
     props.setDepthBits(1)
     props.setAuxRgba(auxrgba)
     return base.graphicsEngine.makeOutput(
          base.pipe, "model buffer", -2,
          props, winprops,
          GraphicsPipe.BFSizeTrackHost | GraphicsPipe.BFCanBindEvery | 
          GraphicsPipe.BFRttCumulative | GraphicsPipe.BFRefuseWindow,
          base.win.getGsg(), base.win)