The previous FrameBuffer implementation allowed only a single color attachment and assumed you were using it directly. The new implementation will allow a list of a new object ColorAttachment which takes the original parameters.
colorAttachments will default to a single color attachment listOf(ColorAttachment()).
FrameBuffer.textures is a list that will contain the textures for each color attachment on the FBO.
GL
Added the GL.drawBuffers(size: Int, buffers: IntBuffer) function
Added the GL.clearBuffer[fuiv]() functions
Shaders
Updated GlslGenerator to support the use of gl_FragData[n] inside fragment shaders. This will generate the correct out variables if using GLSL 3.0+ if the gl_FragColor or gl_FragData[n] is referenced anyway in the shader code.
Added support for GL_EXT_DrawBuffers for version GLES 2.0
FrameBuffer
The previous
FrameBuffer
implementation allowed only a single color attachment and assumed you were using it directly. The new implementation will allow a list of a new objectColorAttachment
which takes the original parameters.Old
This way can still be used. No breaking changes regarding usage.
New
colorAttachments
will default to a single color attachmentlistOf(ColorAttachment())
.FrameBuffer.textures
is a list that will contain the textures for each color attachment on the FBO.GL
Added the
GL.drawBuffers(size: Int, buffers: IntBuffer)
function Added theGL.clearBuffer[fuiv]()
functionsShaders
Updated
GlslGenerator
to support the use ofgl_FragData[n]
inside fragment shaders. This will generate the correct out variables if using GLSL 3.0+ if thegl_FragColor
orgl_FragData[n]
is referenced anyway in the shader code. Added support forGL_EXT_DrawBuffers
for version GLES 2.0