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Monad Engine da02fba2
> Undercity Codex_
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Offscreen FBO with colour, view-normal and depth attachments. More...
#include "GL/glew.h"
Include dependency graph for RenderTarget.h:
This graph shows which files directly or indirectly include this file:Go to the source code of this file.
Classes | |
| class | mnd::RenderTarget |
| Offscreen FBO with MRT colour + sampleable depth for low-resolution rendering. More... | |
Namespaces | |
| namespace | mnd |
Enumerations | |
| enum class | mnd::BlitMode : int { mnd::Color = 0 , mnd::SplatRed = 1 , mnd::DecodeNrm = 2 } |
| Blit modes for BlitNearest. More... | |
Functions | |
| void | mnd::BlitNearest (GLuint srcTexture, int dstW, int dstH, BlitMode mode) |
Offscreen FBO with colour, view-normal and depth attachments.
Used to implement the engine's "internal resolution" pixelation effect. Render the scene at a small size (e.g. 320x240) into the RenderTarget, then BlitNearest() it into the window framebuffer. The non-filtered upscale produces crisp PSX-era chunky pixels.
The second colour attachment receives view-space normals encoded as N*0.5+0.5 (RGBA8) so the outline post-pass can do depth+normal edge detection. Depth is a sampleable texture rather than a renderbuffer for the same reason.
Definition in file RenderTarget.h.