Пример #1
0
Viewport::Viewport() {

	world_2d = Ref<World2D>( memnew( World2D ));

	viewport = VisualServer::get_singleton()->viewport_create();
	listener=SpatialSoundServer::get_singleton()->listener_create();
	audio_listener=false;
	listener_2d=SpatialSound2DServer::get_singleton()->listener_create();
	audio_listener_2d=false;
	transparent_bg=false;
	parent=NULL;
	camera=NULL;
	size_override=false;
	size_override_stretch=false;
	size_override_size=Size2(1,1);
	render_target=false;
	render_target_vflip=false;
	render_target_update_mode=RENDER_TARGET_UPDATE_WHEN_VISIBLE;
	render_target_texture = Ref<RenderTargetTexture>( memnew( RenderTargetTexture(this) ) );


	String id=itos(get_instance_ID());
	input_group = "_vp_input"+id;
	gui_input_group = "_vp_gui_input"+id;
	unhandled_input_group = "_vp_unhandled_input"+id;
	unhandled_key_input_group = "_vp_unhandled_key_input"+id;


}
Пример #2
0
	//----------------------------------------------------------------------
	// ● レンダーターゲットテクスチャの作成
	//----------------------------------------------------------------------
    LNRESULT GraphicsDevice::createRenderTarget( ITexture** obj_, lnU32 width_, lnU32 height_, lnU32 levels_, LNSurfaceFormat format_ )
    {
        *obj_ = NULL;
        RenderTargetTexture* tex = LN_NEW RenderTargetTexture( this );
        tex->initialize( width_, height_, levels_, format_ );
        mRenderTargetList.push_back( tex );
        *obj_ = tex;
        return LN_OK;
    }