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<div class="subTitle">com.badlogic.gdx.graphics.glutils</div>
<h2 title="Class FrameBuffer" class="title">Class FrameBuffer</h2>
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<li>java.lang.Object</li>
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<li>com.badlogic.gdx.graphics.glutils.FrameBuffer</li>
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<dd><a href="../../../../../com/badlogic/gdx/utils/Disposable.html" title="interface in com.badlogic.gdx.utils">Disposable</a></dd>
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<dl>
<dt>Direct Known Subclasses:</dt>
<dd><a href="../../../../../com/badlogic/gdx/graphics/glutils/FloatFrameBuffer.html" title="class in com.badlogic.gdx.graphics.glutils">FloatFrameBuffer</a></dd>
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<hr>
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<pre>public class <span class="strong">FrameBuffer</span>
extends java.lang.Object
implements <a href="../../../../../com/badlogic/gdx/utils/Disposable.html" title="interface in com.badlogic.gdx.utils">Disposable</a></pre>
<div class="block"><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></div>
<dl><dt><span class="strong">Author:</span></dt>
  <dd>mzechner</dd></dl>
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<td class="colFirst"><code>protected <a href="../../../../../com/badlogic/gdx/graphics/Texture.html" title="class in com.badlogic.gdx.graphics">Texture</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/glutils/FrameBuffer.html#colorTexture">colorTexture</a></strong></code>
<div class="block">the color buffer texture</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>protected <a href="../../../../../com/badlogic/gdx/graphics/Pixmap.Format.html" title="enum in com.badlogic.gdx.graphics">Pixmap.Format</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/glutils/FrameBuffer.html#format">format</a></strong></code>
<div class="block">format</div>
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<tr class="altColor">
<td class="colFirst"><code>protected boolean</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/glutils/FrameBuffer.html#hasDepth">hasDepth</a></strong></code>
<div class="block">depth</div>
</td>
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<tr class="rowColor">
<td class="colFirst"><code>protected int</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/glutils/FrameBuffer.html#height">height</a></strong></code>
<div class="block">height</div>
</td>
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<td class="colFirst"><code>protected int</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/glutils/FrameBuffer.html#width">width</a></strong></code>
<div class="block">width</div>
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<td class="colOne"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/glutils/FrameBuffer.html#FrameBuffer(com.badlogic.gdx.graphics.Pixmap.Format, int, int, boolean)">FrameBuffer</a></strong>(<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>
<div class="block">Creates a new FrameBuffer having the given dimensions and potentially a depth buffer attached.</div>
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<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/glutils/FrameBuffer.html#begin()">begin</a></strong>()</code>
<div class="block">Makes the frame buffer current so everything gets drawn to it.</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>static void</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/glutils/FrameBuffer.html#clearAllFrameBuffers(com.badlogic.gdx.Application)">clearAllFrameBuffers</a></strong>(<a href="../../../../../com/badlogic/gdx/Application.html" title="interface in com.badlogic.gdx">Application</a>&nbsp;app)</code>&nbsp;</td>
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<tr class="altColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/glutils/FrameBuffer.html#dispose()">dispose</a></strong>()</code>
<div class="block">Releases all resources associated with the FrameBuffer.</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>void</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/glutils/FrameBuffer.html#end()">end</a></strong>()</code>
<div class="block">Unbinds the framebuffer, all drawing will be performed to the normal framebuffer from here on.</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/graphics/Texture.html" title="class in com.badlogic.gdx.graphics">Texture</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/glutils/FrameBuffer.html#getColorBufferTexture()">getColorBufferTexture</a></strong>()</code>&nbsp;</td>
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<tr class="rowColor">
<td class="colFirst"><code>int</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/glutils/FrameBuffer.html#getHeight()">getHeight</a></strong>()</code>&nbsp;</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>static java.lang.String</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/glutils/FrameBuffer.html#getManagedStatus()">getManagedStatus</a></strong>()</code>&nbsp;</td>
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<tr class="rowColor">
<td class="colFirst"><code>static java.lang.StringBuilder</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/glutils/FrameBuffer.html#getManagedStatus(java.lang.StringBuilder)">getManagedStatus</a></strong>(java.lang.StringBuilder&nbsp;builder)</code>&nbsp;</td>
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<tr class="altColor">
<td class="colFirst"><code>int</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/glutils/FrameBuffer.html#getWidth()">getWidth</a></strong>()</code>&nbsp;</td>
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<tr class="rowColor">
<td class="colFirst"><code>static void</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/glutils/FrameBuffer.html#invalidateAllFrameBuffers(com.badlogic.gdx.Application)">invalidateAllFrameBuffers</a></strong>(<a href="../../../../../com/badlogic/gdx/Application.html" title="interface in com.badlogic.gdx">Application</a>&nbsp;app)</code>
<div class="block">Invalidates all frame buffers.</div>
</td>
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<tr class="altColor">
<td class="colFirst"><code>protected void</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/glutils/FrameBuffer.html#setupTexture()">setupTexture</a></strong>()</code>
<div class="block">Override this method in a derived class to set up the backing texture as you like.</div>
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<h4>colorTexture</h4>
<pre>protected&nbsp;<a href="../../../../../com/badlogic/gdx/graphics/Texture.html" title="class in com.badlogic.gdx.graphics">Texture</a> colorTexture</pre>
<div class="block">the color buffer texture</div>
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<h4>width</h4>
<pre>protected final&nbsp;int width</pre>
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<pre>protected final&nbsp;int height</pre>
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<h4>hasDepth</h4>
<pre>protected final&nbsp;boolean hasDepth</pre>
<div class="block">depth</div>
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<h4>format</h4>
<pre>protected final&nbsp;<a href="../../../../../com/badlogic/gdx/graphics/Pixmap.Format.html" title="enum in com.badlogic.gdx.graphics">Pixmap.Format</a> format</pre>
<div class="block">format</div>
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<h4>FrameBuffer</h4>
<pre>public&nbsp;FrameBuffer(<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>
<div class="block">Creates a new FrameBuffer having the given dimensions and potentially a depth buffer attached.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>format</code> - the format of the color buffer; according to the OpenGL ES 2.0 spec, only
 RGB565, RGBA4444 and RGB5_A1 are color-renderable</dd><dd><code>width</code> - the width of the framebuffer in pixels</dd><dd><code>height</code> - the height of the framebuffer in pixels</dd><dd><code>hasDepth</code> - whether to attach a depth buffer</dd>
<dt><span class="strong">Throws:</span></dt>
<dd><code><a href="../../../../../com/badlogic/gdx/utils/GdxRuntimeException.html" title="class in com.badlogic.gdx.utils">GdxRuntimeException</a></code> - in case the FrameBuffer could not be created</dd></dl>
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<h4>setupTexture</h4>
<pre>protected&nbsp;void&nbsp;setupTexture()</pre>
<div class="block">Override this method in a derived class to set up the backing texture as you like.</div>
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<h4>dispose</h4>
<pre>public&nbsp;void&nbsp;dispose()</pre>
<div class="block">Releases all resources associated with the FrameBuffer.</div>
<dl>
<dt><strong>Specified by:</strong></dt>
<dd><code><a href="../../../../../com/badlogic/gdx/utils/Disposable.html#dispose()">dispose</a></code>&nbsp;in interface&nbsp;<code><a href="../../../../../com/badlogic/gdx/utils/Disposable.html" title="interface in com.badlogic.gdx.utils">Disposable</a></code></dd>
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<h4>begin</h4>
<pre>public&nbsp;void&nbsp;begin()</pre>
<div class="block">Makes the frame buffer current so everything gets drawn to it.</div>
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<h4>end</h4>
<pre>public&nbsp;void&nbsp;end()</pre>
<div class="block">Unbinds the framebuffer, all drawing will be performed to the normal framebuffer from here on.</div>
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<h4>getColorBufferTexture</h4>
<pre>public&nbsp;<a href="../../../../../com/badlogic/gdx/graphics/Texture.html" title="class in com.badlogic.gdx.graphics">Texture</a>&nbsp;getColorBufferTexture()</pre>
<dl><dt><span class="strong">Returns:</span></dt><dd>the color buffer texture</dd></dl>
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<h4>getHeight</h4>
<pre>public&nbsp;int&nbsp;getHeight()</pre>
<dl><dt><span class="strong">Returns:</span></dt><dd>the height of the framebuffer in pixels</dd></dl>
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<pre>public&nbsp;int&nbsp;getWidth()</pre>
<dl><dt><span class="strong">Returns:</span></dt><dd>the width of the framebuffer in pixels</dd></dl>
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<pre>public static&nbsp;void&nbsp;invalidateAllFrameBuffers(<a href="../../../../../com/badlogic/gdx/Application.html" title="interface in com.badlogic.gdx">Application</a>&nbsp;app)</pre>
<div class="block">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.</div>
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<pre>public static&nbsp;void&nbsp;clearAllFrameBuffers(<a href="../../../../../com/badlogic/gdx/Application.html" title="interface in com.badlogic.gdx">Application</a>&nbsp;app)</pre>
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