mixin Ector.GL.Buffer.Base (Ector.Buffer)
{
+ [[Ector GL buffer base class]]
methods {
@property texture {
+ [[GL texture ID]]
get {}
values {
texid: int; [[GL texture ID]]
}
}
@property fbo {
+ [[Framebuffer object ID]]
get {}
values {
fboid: int; [[GL framebuffer ID, 0 if there is no FBO]]
attach @protected {
[[Attach to an existing texture (or FBO). Used from child classes.]]
params {
- texid: int;
- fboid: int;
+ texid: int; [[GL texture ID]]
+ fboid: int; [[Framebuffer object ID]]
cspace: Efl.Gfx.Colorspace;
imw: int;
imh: int;