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author | rodri <rgl@antares-labs.eu> | 2024-08-29 18:19:15 +0000 |
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committer | rodri <rgl@antares-labs.eu> | 2024-08-29 18:19:15 +0000 |
commit | f98dcc45225fa78341aba06137b05b9b6b89cb12 (patch) | |
tree | 906647ce3fa15d9b212a666ec0ac66b450827326 /alloc.c | |
parent | 2c410b56f801708ec11a1af6cdd995d69e9db059 (diff) | |
download | libgraphics-f98dcc45225fa78341aba06137b05b9b6b89cb12.tar.gz libgraphics-f98dcc45225fa78341aba06137b05b9b6b89cb12.tar.bz2 libgraphics-f98dcc45225fa78341aba06137b05b9b6b89cb12.zip |
implement a general raster interface for the framebuffers.
got a bit tired of having to add a ulong *buf every time
i needed to get some data out of the shaders, so i made
it possible to create as many extra buffers as needed,
which then can be addressed from the fragment shader
and drawn using the same drawing routines that were used
for the color buffer.
these so called Rasters are very similar to the OpenGL
FBOs, in case you are familiar, but we address them by
strings instead of numbers. and they can also be used as
textures if you create one (see alloctexture) and then
memdraw into it after every shot.
Diffstat (limited to 'alloc.c')
0 files changed, 0 insertions, 0 deletions