Ultralight  1.0.0
A fast, lightweight, HTML UI engine for native apps.
ultralight::RenderTarget Struct Reference

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.
 

Detailed Description

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.

Member Data Documentation

◆ texture_height

uint32_t ultralight::RenderTarget::texture_height

The texture height (in pixels).

This may be padded.

Definition at line 61 of file RenderTarget.h.

◆ texture_width

uint32_t ultralight::RenderTarget::texture_width

The texture width (in pixels).

This may be padded.

Definition at line 56 of file RenderTarget.h.


The documentation for this struct was generated from the following file: