constexpr uint8_t MAX_COLOR_ATTACHMENTS = 8;
/**
- * @brief Attach the base LOD of a depth texture to the framebuffer.
+ * @brief Attaches the base LOD of a depth texture to the frame buffer.
* @note This causes a depth attachment to be added.
*
- * @param[in] frameBuffer A handle to the framebuffer
+ * @param[in] frameBuffer A handle to the FrameBuffer
* @param[in] texture The texture that will be used as output when rendering
- * @note The texture has to have same size as that of FrameBuffer
- * otherwise it won't be attached.
+ * @note The size of the texture has to be same as that of the frame buffer.
+ * Otherwise, it won't be attached.
*/
void AttachDepthTexture( FrameBuffer frameBuffer, Texture& texture );
/**
- * @brief Attach a depth texture to the framebuffer.
+ * @brief Attaches a depth texture to the frame buffer.
* @note This causes a depth attachment to be added.
*
- * @param[in] frameBuffer A handle to the framebuffer
+ * @param[in] frameBuffer A handle to the FrameBuffer
* @param[in] texture The texture that will be used as output when rendering
* @param[in] mipmapLevel The mipmap of the texture to be attached
- * @note The mipmapped texture has to have same size as that of FrameBuffer
- * otherwise it won't be attached.
+ * @note The size of the mipmapped texture has to be same as that of the frame buffer.
+ * Otherwise, it won't be attached.
*/
void AttachDepthTexture( FrameBuffer frameBuffer, Texture& texture, uint32_t mipmapLevel );
/**
- * @brief Attach the base LOD of a stencil texture to the framebuffer.
+ * @brief Attaches the base LOD of a stencil texture to the frame buffer.
* @note This causes a stencil attachment to be added.
*
- * @param[in] frameBuffer A handle to the framebuffer
+ * @param[in] frameBuffer A handle to the FrameBuffer
* @param[in] texture The texture that will be used as output when rendering
- * @note The texture has to have same size as that of FrameBuffer
- * otherwise it won't be attached.
+ * @note The size of the texture has to be same as that of the frame buffer.
+ * Otherwise, it won't be attached.
*/
void AttachDepthStencilTexture( FrameBuffer frameBuffer, Texture& texture );
/**
- * @brief Attach a depth/stencil texture to the framebuffer.
+ * @brief Attaches a depth/stencil texture to the frame buffer.
* @note This causes a depth/stencil attachment to be added.
*
- * @param[in] frameBuffer A handle to the framebuffer
+ * @param[in] frameBuffer A handle to the FrameBuffer
* @param[in] texture The texture that will be used as output when rendering
* @param[in] mipmapLevel The mipmap of the texture to be attached
- * @note The mipmapped texture has to have same size as that of FrameBuffer
- * otherwise it won't be attached.
+ * @note The size of the mipmapped texture has to be same as that of the frame buffer.
+ * Otherwise, it won't be attached.
*/
void AttachDepthStencilTexture( FrameBuffer frameBuffer, Texture& texture, uint32_t mipmapLevel );
/**
- * @brief Gets the color texture at the given @a index used as output in the FrameBuffer.
+ * @brief Gets the color texture at the given @a index used as output in the frame buffer.
*
- * @param[in] frameBuffer A handle to the framebuffer
+ * @param[in] frameBuffer A handle to the FrameBuffer
* @param[in] index The index required
*
* @return A handle to the texture used as color output, or an uninitialized handle
Texture GetColorTexture( const FrameBuffer frameBuffer, uint8_t index );
/**
- * @brief Gets the depth texture used as output in the FrameBuffer.
+ * @brief Gets the depth texture used as output in the frame buffer.
*
- * @param[in] frameBuffer A handle to the framebuffer
+ * @param[in] frameBuffer The FrameBuffer handle
*
- * @return A handle to the texture used as depth output, or an uninitialized handle
+ * @return A handle of the texture used as depth output, or an uninitialized handle
*/
Texture GetDepthTexture( FrameBuffer frameBuffer );
/**
- * @brief Gets the depth/stencil texture used as output in the FrameBuffer.
+ * @brief Gets the depth/stencil texture used as output in the frame buffer.
*
- * @param[in] frameBuffer A handle to the framebuffer
+ * @param[in] frameBuffer The FrameBuffer handle
*
- * @return A handle to the texture used as stencil output, or an uninitialized handle
+ * @return A handle of the texture used as depth/stencil output, or an uninitialized handle
*/
Texture GetDepthStencilTexture( FrameBuffer frameBuffer );
void RemoveFrameBuffer( Render::FrameBuffer* frameBuffer );
/**
- * Attach a texture as color output to an existing FrameBuffer
+ * Attaches a texture as color output to the existing frame buffer
* @param[in] frameBuffer The FrameBuffer
* @param[in] texture The texture that will be used as output when rendering
* @param[in] mipmapLevel The mipmap of the texture to be attached
void AttachColorTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer );
/**
- * Attach a texture as depth output to an existing FrameBuffer
+ * Attaches a texture as depth output to the existing frame buffer
* @param[in] frameBuffer The FrameBuffer
* @param[in] texture The texture that will be used as output when rendering
* @param[in] mipmapLevel The mipmap of the texture to be attached
void AttachDepthTextureToFrameBuffer( Render::FrameBuffer* frameBuffer, Render::Texture* texture, uint32_t mipmapLevel );
/**
- * Attach a texture as depth/stencil output to an existing FrameBuffer
+ * Attaches a texture as depth/stencil output to the existing frame buffer
* @param[in] frameBuffer The FrameBuffer
* @param[in] texture The texture that will be used as output when rendering
* @param[in] mipmapLevel The mipmap of the texture to be attached
virtual uint32_t GetHeight() const;
/**
- * @brief Attach a texture for color rendering. Valid only for Framebuffers with COLOR attachments.
+ * @brief Attaches a texture for the color rendering. This API is valid only for frame buffer with COLOR attachments.
* @param[in] context The GL context
* @param[in] texture The texture that will be used as output when rendering
* @param[in] mipmapLevel The mipmap of the texture to be attached
void AttachColorTexture( Context& context, Render::Texture* texture, uint32_t mipmapLevel, uint32_t layer );
/**
- * @brief Attach a texture for depth rendering. Valid only for Framebuffers with DEPTH attachments.
+ * @brief Attaches a texture for the depth rendering. This API is valid only for frame buffer with DEPTH attachments.
* @param[in] context The GL context
* @param[in] texture The texture that will be used as output when rendering
* @param[in] mipmapLevel The mipmap of the texture to be attached
void AttachDepthTexture( Context& context, Render::Texture* texture, uint32_t mipmapLevel );
/**
- * @brief Attach a texture for depth/stencil rendering. Valid only for Framebuffers with DEPTH_STENCIL attachments.
+ * @brief Attaches a texture for the depth/stencil rendering. This API is valid only for frame buffer with DEPTH_STENCIL attachments.
* @param[in] context The GL context
* @param[in] texture The texture that will be used as output when rendering
* @param[in] mipmapLevel The mipmap of the texture to be attached