A RenderBuffer is an arbitrary subset of the various layers (depth buffer, color buffer, etc.) of a drawing region.  
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#include "renderBuffer.h"
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| enum | Type { T_aux_rgba_0 = 0x00000001, 
T_aux_rgba_1 = 0x00000002, 
T_aux_rgba_2 = 0x00000004, 
T_aux_rgba_3 = 0x00000008,
 T_aux_rgba_ALL = 0x0000000F, 
T_aux_hrgba_0 = 0x00000010, 
T_aux_hrgba_1 = 0x00000020, 
T_aux_hrgba_2 = 0x00000040,
 T_aux_hrgba_3 = 0x00000080, 
T_aux_hrgba_ALL = 0x000000F0, 
T_aux_float_0 = 0x00000100, 
T_aux_float_1 = 0x00000200,
 T_aux_float_2 = 0x00000400, 
T_aux_float_3 = 0x00000800, 
T_aux_float_ALL = 0x00000F00, 
T_aux_undef_0 = 0x00001000,
 T_aux_undef_1 = 0x00002000, 
T_aux_undef_2 = 0x00004000, 
T_aux_undef_3 = 0x00008000, 
T_aux = 0x0000FFFF,
 T_front_left = 0x00010000, 
T_back_left = 0x00020000, 
T_front_right = 0x00040000, 
T_back_right = 0x00080000,
 T_front = 0x00050000, 
T_back = 0x000a0000, 
T_left = 0x00030000, 
T_right = 0x000c0000,
 T_color = 0x000F0000, 
T_depth = 0x00100000, 
T_stencil = 0x00200000, 
T_accum = 0x00400000
 }
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A RenderBuffer is an arbitrary subset of the various layers (depth buffer, color buffer, etc.) of a drawing region. 
It consists of a GraphicsStateGuardian pointer, along with a bitmask of the layers we're interested in. 
Definition at line 27 of file renderBuffer.h.
The documentation for this class was generated from the following file: