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FrameBuffer (libgdx API)
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com.badlogic.gdx.graphics.glutils</FONT>
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Class FrameBuffer</H2>
<PRE>
java.lang.Object
  <IMG SRC="../../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.graphics.glutils.FrameBuffer</B>
</PRE>
<DL>
<DT><B>All Implemented Interfaces:</B> <DD><A HREF="../../../../../com/badlogic/gdx/utils/Disposable.html" title="interface in com.badlogic.gdx.utils">Disposable</A></DD>
</DL>
<HR>
<DL>
<DT><PRE>public class <B>FrameBuffer</B><DT>extends java.lang.Object<DT>implements <A HREF="../../../../../com/badlogic/gdx/utils/Disposable.html" title="interface in com.badlogic.gdx.utils">Disposable</A></DL>
</PRE>

<P>
<p>
 Encapsulates OpenGL ES 2.0 frame buffer objects. This is a simple helper class which should cover most FBO uses. It will
 automatically create a texture for the color attachment and a renderbuffer for the depth buffer. You can get a hold of the
 texture by <A HREF="../../../../../com/badlogic/gdx/graphics/glutils/FrameBuffer.html#getColorBufferTexture()"><CODE>getColorBufferTexture()</CODE></A>. This class will only work with OpenGL ES 2.0.
 </p>
 
 <p>
 FrameBuffers are managed. In case of an OpenGL context loss, which only happens on Android when a user switches to another
 application or receives an incoming call, the framebuffer will be automatically recreated.
 </p>
 
 <p>
 A FrameBuffer must be disposed if it is no longer needed
 </p>
<P>

<P>
<DL>
<DT><B>Author:</B></DT>
  <DD>mzechner</DD>
</DL>
<HR>

<P>

<!-- ======== CONSTRUCTOR SUMMARY ======== -->

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<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/graphics/glutils/FrameBuffer.html#FrameBuffer(com.badlogic.gdx.graphics.Pixmap.Format, int, int, boolean)">FrameBuffer</A></B>(<A HREF="../../../../../com/badlogic/gdx/graphics/Pixmap.Format.html" title="enum in com.badlogic.gdx.graphics">Pixmap.Format</A>&nbsp;format,
            int&nbsp;width,
            int&nbsp;height,
            boolean&nbsp;hasDepth)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Creates a new FrameBuffer having the given dimensions and potentially a depth buffer attached.</TD>
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<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/graphics/glutils/FrameBuffer.html#begin()">begin</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Makes the frame buffer current so everything gets drawn to it.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/graphics/glutils/FrameBuffer.html#clearAllFrameBuffers(com.badlogic.gdx.Application)">clearAllFrameBuffers</A></B>(<A HREF="../../../../../com/badlogic/gdx/Application.html" title="interface in com.badlogic.gdx">Application</A>&nbsp;app)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/graphics/glutils/FrameBuffer.html#dispose()">dispose</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Releases all resources associated with the FrameBuffer.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/graphics/glutils/FrameBuffer.html#end()">end</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Unbinds the framebuffer, all drawing will be performed to the normal framebuffer from here on.</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;<A HREF="../../../../../com/badlogic/gdx/graphics/Texture.html" title="class in com.badlogic.gdx.graphics">Texture</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/graphics/glutils/FrameBuffer.html#getColorBufferTexture()">getColorBufferTexture</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/graphics/glutils/FrameBuffer.html#getHeight()">getHeight</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static&nbsp;java.lang.String</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/graphics/glutils/FrameBuffer.html#getManagedStatus()">getManagedStatus</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<CODE>&nbsp;int</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/graphics/glutils/FrameBuffer.html#getWidth()">getWidth</A></B>()</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<CODE>static&nbsp;void</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../../com/badlogic/gdx/graphics/glutils/FrameBuffer.html#invalidateAllFrameBuffers(com.badlogic.gdx.Application)">invalidateAllFrameBuffers</A></B>(<A HREF="../../../../../com/badlogic/gdx/Application.html" title="interface in com.badlogic.gdx">Application</A>&nbsp;app)</CODE>

<BR>
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Invalidates all frame buffers.</TD>
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<A NAME="FrameBuffer(com.badlogic.gdx.graphics.Pixmap.Format, int, int, boolean)"><!-- --></A><H3>
FrameBuffer</H3>
<PRE>
public <B>FrameBuffer</B>(<A HREF="../../../../../com/badlogic/gdx/graphics/Pixmap.Format.html" title="enum in com.badlogic.gdx.graphics">Pixmap.Format</A>&nbsp;format,
                   int&nbsp;width,
                   int&nbsp;height,
                   boolean&nbsp;hasDepth)</PRE>
<DL>
<DD>Creates a new FrameBuffer having the given dimensions and potentially a depth buffer attached.
<P>
<DL>
<DT><B>Parameters:</B><DD><CODE>format</CODE> - the format of the color buffer<DD><CODE>width</CODE> - the width of the framebuffer in pixels<DD><CODE>height</CODE> - the height of the framebuffer in pixels<DD><CODE>hasDepth</CODE> - whether to attach a depth buffer
<DT><B>Throws:</B>
<DD><CODE><A HREF="../../../../../com/badlogic/gdx/utils/GdxRuntimeException.html" title="class in com.badlogic.gdx.utils">GdxRuntimeException</A></CODE> - in case the FraeBuffer could not be created</DL>
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<A NAME="dispose()"><!-- --></A><H3>
dispose</H3>
<PRE>
public void <B>dispose</B>()</PRE>
<DL>
<DD>Releases all resources associated with the FrameBuffer.
<P>
<DD><DL>
<DT><B>Specified by:</B><DD><CODE><A HREF="../../../../../com/badlogic/gdx/utils/Disposable.html#dispose()">dispose</A></CODE> in interface <CODE><A HREF="../../../../../com/badlogic/gdx/utils/Disposable.html" title="interface in com.badlogic.gdx.utils">Disposable</A></CODE></DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="begin()"><!-- --></A><H3>
begin</H3>
<PRE>
public void <B>begin</B>()</PRE>
<DL>
<DD>Makes the frame buffer current so everything gets drawn to it.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="end()"><!-- --></A><H3>
end</H3>
<PRE>
public void <B>end</B>()</PRE>
<DL>
<DD>Unbinds the framebuffer, all drawing will be performed to the normal framebuffer from here on.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="invalidateAllFrameBuffers(com.badlogic.gdx.Application)"><!-- --></A><H3>
invalidateAllFrameBuffers</H3>
<PRE>
public static void <B>invalidateAllFrameBuffers</B>(<A HREF="../../../../../com/badlogic/gdx/Application.html" title="interface in com.badlogic.gdx">Application</A>&nbsp;app)</PRE>
<DL>
<DD>Invalidates all frame buffers. This can be used when the OpenGL context is lost to rebuild all managed frame buffers. This
 assumes that the texture attached to this buffer has already been rebuild! Use with care.
<P>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="clearAllFrameBuffers(com.badlogic.gdx.Application)"><!-- --></A><H3>
clearAllFrameBuffers</H3>
<PRE>
public static void <B>clearAllFrameBuffers</B>(<A HREF="../../../../../com/badlogic/gdx/Application.html" title="interface in com.badlogic.gdx">Application</A>&nbsp;app)</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getManagedStatus()"><!-- --></A><H3>
getManagedStatus</H3>
<PRE>
public static java.lang.String <B>getManagedStatus</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>
</DL>
</DD>
</DL>
<HR>

<A NAME="getColorBufferTexture()"><!-- --></A><H3>
getColorBufferTexture</H3>
<PRE>
public <A HREF="../../../../../com/badlogic/gdx/graphics/Texture.html" title="class in com.badlogic.gdx.graphics">Texture</A> <B>getColorBufferTexture</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>

<DT><B>Returns:</B><DD>the color buffer texture</DL>
</DD>
</DL>
<HR>

<A NAME="getHeight()"><!-- --></A><H3>
getHeight</H3>
<PRE>
public int <B>getHeight</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>

<DT><B>Returns:</B><DD>the height of the framebuffer in pixels</DL>
</DD>
</DL>
<HR>

<A NAME="getWidth()"><!-- --></A><H3>
getWidth</H3>
<PRE>
public int <B>getWidth</B>()</PRE>
<DL>
<DD><DL>
</DL>
</DD>
<DD><DL>

<DT><B>Returns:</B><DD>the width of the framebuffer in pixels</DL>
</DD>
</DL>
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