Show GLFrameBufferObject.h syntax highlighted
////////////////////////////////////////////////////////////////////////////////
// Scorched3D (c) 2000-2004
//
// This file is part of Scorched3D.
//
// Scorched3D is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// Scorched3D is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with Scorched3D; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
////////////////////////////////////////////////////////////////////////////////
#if !defined(__INCLUDE_GLFrameBufferObjecth_INCLUDE__)
#define __INCLUDE_GLFrameBufferObjecth_INCLUDE__
#include <GLEXT/GLTexture.h>
class GLFrameBufferObject
{
public:
GLFrameBufferObject();
virtual ~GLFrameBufferObject();
bool create(GLTexture &texture, bool withDepth = false);
void destroy();
void bind();
void unBind();
bool bufferValid() { return frameBufferObject_ != 0; }
protected:
GLuint frameBufferObject_;
GLuint depthBufferObject_;
GLTexture *texture_;
bool bound_;
};
#endif // __INCLUDE_GLFrameBufferObjecth_INCLUDE__
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