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kami-fbo

unstable

A 2D render-texture (frame buffer object) for use with kami.

Usage

NPM

var fbo = require('kami-fbo')(gl, {
	width: 256,
	height: 256,
	format: gl.RGB
});

//binds the frame buffer for your render-to-texture ops
//this also sets the viewport to the FBO size
fbo.begin();

// ... draw to it ...

//unbinds the framebuffer (binds null fbo)
//this resets the viewport to the context size
fbo.end();

Options:

  • width the width of the texture, must be >= 1
  • height the height of the texture, must be >= 1
  • format the format of the texture, default gl.RGBA
  • texture optional; a kami-texture to use instead of creating a new one

Gotchas

Calling end() resets the viewport to the context size, by querying the width and height of the passed gl context. If you've passed a simple WebGLRenderingContext, it will use the canvas width and height. This may cause problems if your canvas width and height is scaled for retina displays.

If you passed a kami-context, the width and height of the context do not represent the retina-scaled sizes, so it should be all good.

License

MIT, see LICENSE.md for details.

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2D framebuffer (render-to-texture) utils for kami

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