|Cogl 2.0 Reference Manual|
|Top | Description|
Offscreen Framebuffers — Functions for creating and manipulating offscreen framebuffers.
CoglOffscreen; CoglBool cogl_is_offscreen (
void *object); CoglOffscreen * cogl_offscreen_new_with_texture (
CoglBool cogl_is_offscreen (
Determines whether the given CoglObject references an offscreen framebuffer object.
CoglOffscreen * cogl_offscreen_new_with_texture (
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
The storage for the framebuffer is actually allocated lazily
so this function will never return
NULL 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
passing in a CoglError argument to catch any exceptions.