Table of Contents

Class RDFramebufferPass

Namespace
Godot
Assembly
GodotSharp.dll

This class contains the list of attachment descriptions for a framebuffer pass. Each points with an index to a previously supplied list of texture attachments.

Multipass framebuffers can optimize some configurations in mobile. On desktop, they provide little to no advantage.

This object is used by RenderingDevice.

public class RDFramebufferPass : RefCounted, IDisposable
Inheritance
RDFramebufferPass
Implements
Inherited Members

Constructors

RDFramebufferPass()

public RDFramebufferPass()

Fields

AttachmentUnused

Attachment is unused.

public const long AttachmentUnused = -1

Field Value

long

Properties

ColorAttachments

Color attachments in order starting from 0. If this attachment is not used by the shader, pass ATTACHMENT_UNUSED to skip.

public int[] ColorAttachments { get; set; }

Property Value

int[]

DepthAttachment

Depth attachment. ATTACHMENT_UNUSED should be used if no depth buffer is required for this pass.

public int DepthAttachment { get; set; }

Property Value

int

InputAttachments

Used for multipass framebuffers (more than one render pass). Converts an attachment to an input. Make sure to also supply it properly in the RDUniform for the uniform set.

public int[] InputAttachments { get; set; }

Property Value

int[]

PreserveAttachments

Attachments to preserve in this pass (otherwise they are erased).

public int[] PreserveAttachments { get; set; }

Property Value

int[]

ResolveAttachments

If the color attachments are multisampled, non-multisampled resolve attachments can be provided.

public int[] ResolveAttachments { get; set; }

Property Value

int[]

Methods

HasGodotClassMethod(in godot_string_name)

Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.

protected override bool HasGodotClassMethod(in godot_string_name method)

Parameters

method godot_string_name

Name of the method to check for.

Returns

bool

HasGodotClassSignal(in godot_string_name)

Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.

protected override bool HasGodotClassSignal(in godot_string_name signal)

Parameters

signal godot_string_name

Name of the signal to check for.

Returns

bool

InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)

Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.

protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)

Parameters

method godot_string_name

Name of the method to invoke.

args NativeVariantPtrArgs

Arguments to use with the invoked method.

ret godot_variant

Value returned by the invoked method.

Returns

bool