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MRenderTarget Class Reference

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Detailed Description

Information to perform rendering into a hardware render target.

MRenderTarget is a class contains information about a given hardware render target.

Examples:

D3DViewportRenderer.cpp, and OpenGLViewportRenderer.cpp.

#include <MRenderTarget.h>

List of all members.

Public Member Functions

unsigned int  width () const
  Width of render target in pixels.
unsigned int  height () const
  Height of render target in pixels.
void  makeTargetCurrent () const
  Make the render target current for rendering.
MStatus  writeColorBuffer (const MImage &image, signed short x=0, signed short y=0, bool writeDepth=false) const
  Write a 2d image directly to the color buffer, without any transformation.

Friends

class  MHardwareRenderer
class  MRenderingInfo

Member Function Documentation

unsigned int width ( ) const

Width of render target in pixels.

Return the width in pixels of the render target.

Returns:
Width value.
Examples:
D3DViewportRenderer.cpp, and OpenGLViewportRenderer.cpp.
unsigned int height ( ) const

Height of render target in pixels.

Return the height in pixels of the render target.

Returns:
Height value.
Examples:
D3DViewportRenderer.cpp, and OpenGLViewportRenderer.cpp.
MStatus writeColorBuffer ( const MImage image,
signed short  x = 0,
signed short  y = 0,
bool  writeDepth = false 
) const

Write a 2d image directly to the color buffer, without any transformation.

Method will make the context current if it is not already.

If a depth component in the image also exists, then depth values can also be written to.

Parameters:
[in] image an MImage 2d image
[in] x lower left corner x position in the target to place the image. Default value is 0.
[in] y lower left corner y position in the target to place the image Default value is 0.
[in] writeDepth write the depth component of the incoming image to the depth component of the render target. If image does not contain any depth component then nothing will be written. Default value is false.
Returns:
MStatus::kSuccess if successful.
Examples:
D3DViewportRenderer.cpp.

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