示例#1
0
FRHITexture* PlatformCreateBuiltinBackBuffer(FOpenGLDynamicRHI* OpenGLRHI, uint32 SizeX, uint32 SizeY)
{
	uint32 Flags = TexCreate_RenderTargetable;
	FOpenGLTexture2D* Texture2D = new FOpenGLTexture2D(OpenGLRHI, 0, GL_RENDERBUFFER, GL_COLOR_ATTACHMENT0, SizeX, SizeY, 0, 1, 1, 1, PF_B8G8R8A8, false, false, Flags);
	OpenGLTextureAllocated(Texture2D, Flags);

	return Texture2D;
}
示例#2
0
FRHITexture* PlatformCreateBuiltinBackBuffer(FOpenGLDynamicRHI* OpenGLRHI, uint32 SizeX, uint32 SizeY)
{
	uint32 Flags = TexCreate_RenderTargetable;
	FOpenGLTexture2D* Texture2D = new FOpenGLTexture2D(OpenGLRHI, AndroidEGL::GetInstance()->GetOnScreenColorRenderBuffer(), GL_RENDERBUFFER, GL_COLOR_ATTACHMENT0, SizeX, SizeY, 0, 1, 1, 1, PF_B8G8R8A8, false, false, Flags, nullptr);
	OpenGLTextureAllocated(Texture2D, Flags);

	return Texture2D;
}
示例#3
0
FRHITexture* PlatformCreateBuiltinBackBuffer(FOpenGLDynamicRHI* OpenGLRHI, uint32 SizeX, uint32 SizeY)
{
	UE_LOG(LogHTML5OpenGL, Verbose, TEXT("PlatformCreateBuiltinBackBuffer(%d, %d)"), SizeX, SizeY);
	uint32 Flags = TexCreate_RenderTargetable;
	FOpenGLTexture2D* Texture2D = new FOpenGLTexture2D(OpenGLRHI, 0, GL_RENDERBUFFER, GL_COLOR_ATTACHMENT0, SizeX, SizeY, 0, 1, 1, 1, PF_B8G8R8A8, false, false, Flags, nullptr);
	OpenGLTextureAllocated(Texture2D, Flags);

	return Texture2D;
}