Ultralight
1.0.0
A fast, lightweight, HTML UI engine for native apps.
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Rendering details for a View, to be used with your own GPUDriver. More...
#include <RenderTarget.h>
Public Attributes | |
bool | is_empty |
Whether this target is empty (null texture) | |
uint32_t | width |
The viewport width (in device coordinates). | |
uint32_t | height |
The viewport height (in device coordinates). | |
uint32_t | texture_id |
The GPUDriver-specific texture ID (you should bind the texture using your implementation of GPUDriver::BindTexture before drawing a quad). | |
uint32_t | texture_width |
The texture width (in pixels). More... | |
uint32_t | texture_height |
The texture height (in pixels). More... | |
BitmapFormat | texture_format |
The pixel format of the texture. | |
Rect | uv_coords |
UV coordinates of the texture (this is needed because the texture may be padded). | |
uint32_t | render_buffer_id |
The GPUDriver-specific render buffer ID. | |
Rendering details for a View, to be used with your own GPUDriver.
When using your own GPUDriver, each View is rendered to an offscreen texture that you must display on a quad in your engine. This struct provides all the details you need to render the View texture in your engine.
Definition at line 31 of file RenderTarget.h.
uint32_t ultralight::RenderTarget::texture_height |
uint32_t ultralight::RenderTarget::texture_width |