pub trait GLFilterExt: IsA<GLFilter> + 'static {
// Provided methods
fn draw_fullscreen_quad(&self) { ... }
fn filter_texture(
&self,
input: &Buffer,
output: &Buffer,
) -> Result<(), BoolError> { ... }
fn render_to_target<P: FnMut(&GLFilter, &GLMemory) -> bool>(
&self,
input: &GLMemory,
output: &GLMemory,
func: P,
) -> Result<(), BoolError> { ... }
fn render_to_target_with_shader(
&self,
input: &GLMemory,
output: &GLMemory,
shader: &GLShader,
) { ... }
}
Provided Methods§
Sourcefn draw_fullscreen_quad(&self)
fn draw_fullscreen_quad(&self)
Render a fullscreen quad using the current GL state. The only GL state this modifies is the necessary vertex/index buffers and, if necessary, a Vertex Array Object for drawing a fullscreen quad. Framebuffer state, any shaders, viewport state, etc must be setup by the caller.
Sourcefn render_to_target<P: FnMut(&GLFilter, &GLMemory) -> bool>(
&self,
input: &GLMemory,
output: &GLMemory,
func: P,
) -> Result<(), BoolError>
fn render_to_target<P: FnMut(&GLFilter, &GLMemory) -> bool>( &self, input: &GLMemory, output: &GLMemory, func: P, ) -> Result<(), BoolError>
Sourcefn render_to_target_with_shader(
&self,
input: &GLMemory,
output: &GLMemory,
shader: &GLShader,
)
fn render_to_target_with_shader( &self, input: &GLMemory, output: &GLMemory, shader: &GLShader, )
Transforms input
into output
using shader
with a FBO.
See also: render_to_target()
§input
the input texture
§output
the output texture
§shader
the shader to use.
Dyn Compatibility§
This trait is not dyn compatible.
In older versions of Rust, dyn compatibility was called "object safety", so this trait is not object safe.