Cogl.Offscreen¶
- Subclasses:
None
Methods¶
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Virtual Methods¶
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Fields¶
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Class Details¶
- class Cogl.Offscreen¶
- Abstract:
No
- classmethod new_to_texture(texture)¶
- Parameters:
texture (
Cogl.Texture
) – ACogl.Texture
pointer- Returns:
a newly instantiated
Cogl.Offscreen
framebuffer orNone
if it wasn’t possible to create the buffer.- Return type:
This creates an offscreen buffer object using the given texture as the primary color buffer. It doesn’t just initialize the contents of the offscreen buffer with the texture; they are tightly bound so that drawing to the offscreen buffer effectivly updates the contents of the given texture. You don’t need to destroy the offscreen buffer before you can use the texture again.
This only works with low-level
Cogl.Texture
types such as #CoglTexture2D, #CoglTexture3D and #CoglTextureRectangle, and not with meta-texture types such as #CoglTexture2DSliced.Deprecated since version 1.16: Use
Cogl.Offscreen.new_with_texture
instead.
- classmethod new_with_texture(texture)¶
- Parameters:
texture (
Cogl.Texture
) – ACogl.Texture
pointer- Returns:
a newly instantiated
Cogl.Offscreen
framebuffer.- Return type:
This creates an offscreen framebuffer object using the given texture as the primary color buffer. It doesn’t just initialize the contents of the offscreen buffer with the texture; they are tightly bound so that drawing to the offscreen buffer effectively updates the contents of the given texture. You don’t need to destroy the offscreen buffer before you can use the texture again.
This api only works with low-level
Cogl.Texture
types such as #CoglTexture2D, #CoglTexture3D and #CoglTextureRectangle, and not with meta-texture types such as #CoglTexture2DSliced. The storage for the framebuffer is actually allocated lazily so this function will never returnNone
to indicate a runtime error. This means it is still possible to configure the framebuffer before it is really allocated.Simple applications without full error handling can simply rely on Cogl to lazily allocate the storage of framebuffers but you should be aware that if Cogl encounters an error (such as running out of GPU memory) then your application will simply abort with an error message. If you need to be able to catch such exceptions at runtime then you can explicitly allocate your framebuffer when you have finished configuring it by calling cogl_framebuffer_allocate() and passing in a #CoglError argument to catch any exceptions.
- classmethod ref(offscreen)¶
- Parameters:
offscreen (
object
orNone
) – A pointer to aCogl.Offscreen
framebuffer- Returns:
For convenience it returns the given offscreen
- Return type:
Increments the reference count on the offscreen framebuffer.
Deprecated since version 1.2: cogl_object_ref() should be used in new code.
- classmethod unref(offscreen)¶
- Parameters:
offscreen (
object
orNone
) – A pointer to aCogl.Offscreen
framebuffer
Decreases the reference count for the offscreen buffer and frees it when the count reaches 0.
Deprecated since version 1.2: cogl_object_unref() should be used in new code.