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<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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                  <a href="#cogl-2.0-experimental-Offscreen-Framebuffers.description" class="shortcut">Description</a>
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<a name="cogl-2.0-experimental-Offscreen-Framebuffers"></a><div class="titlepage"></div>
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<h2><span class="refentrytitle"><a name="cogl-2.0-experimental-Offscreen-Framebuffers.top_of_page"></a>Offscreen Framebuffers</span></h2>
<p>Offscreen Framebuffers — Functions for creating and manipulating offscreen
                    framebuffers.</p>
</td>
<td valign="top" align="right"></td>
</tr></table></div>
<div class="refsynopsisdiv">
<a name="cogl-2.0-experimental-Offscreen-Framebuffers.synopsis"></a><h2>Synopsis</h2>
<pre class="synopsis">                    <a class="link" href="cogl-2.0-experimental-Offscreen-Framebuffers.html#CoglOffscreen" title="CoglOffscreen">CoglOffscreen</a>;
<a class="link" href="cogl-2.0-experimental-Common-Types.html#CoglBool" title="CoglBool"><span class="returnvalue">CoglBool</span></a>            <a class="link" href="cogl-2.0-experimental-Offscreen-Framebuffers.html#cogl-is-offscreen" title="cogl_is_offscreen ()">cogl_is_offscreen</a>                   (<em class="parameter"><code><span class="type">void</span> *object</code></em>);

<a class="link" href="cogl-2.0-experimental-Offscreen-Framebuffers.html#CoglOffscreen" title="CoglOffscreen"><span class="returnvalue">CoglOffscreen</span></a> *     <a class="link" href="cogl-2.0-experimental-Offscreen-Framebuffers.html#cogl-offscreen-new-with-texture" title="cogl_offscreen_new_with_texture ()">cogl_offscreen_new_with_texture</a>     (<em class="parameter"><code><a class="link" href="cogl-2.0-experimental-The-Texture-Interface.html#CoglTexture" title="CoglTexture"><span class="type">CoglTexture</span></a> *texture</code></em>);
</pre>
</div>
<div class="refsect1">
<a name="cogl-2.0-experimental-Offscreen-Framebuffers.description"></a><h2>Description</h2>
<p>
Cogl allows creating and operating on offscreen framebuffers.
</p>
</div>
<div class="refsect1">
<a name="cogl-2.0-experimental-Offscreen-Framebuffers.details"></a><h2>Details</h2>
<div class="refsect2">
<a name="CoglOffscreen"></a><h3>CoglOffscreen</h3>
<pre class="programlisting">typedef struct _CoglOffscreen CoglOffscreen;</pre>
</div>
<hr>
<div class="refsect2">
<a name="cogl-is-offscreen"></a><h3>cogl_is_offscreen ()</h3>
<pre class="programlisting"><a class="link" href="cogl-2.0-experimental-Common-Types.html#CoglBool" title="CoglBool"><span class="returnvalue">CoglBool</span></a>            cogl_is_offscreen                   (<em class="parameter"><code><span class="type">void</span> *object</code></em>);</pre>
<p>
Determines whether the given <a class="link" href="cogl-2.0-experimental-The-Object-Interface.html#CoglObject" title="CoglObject"><span class="type">CoglObject</span></a> references an offscreen
framebuffer object.
</p>
<div class="variablelist"><table border="0" class="variablelist">
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<col align="left" valign="top">
<col>
</colgroup>
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<td><p><span class="term"><em class="parameter"><code>object</code></em> :</span></p></td>
<td>A pointer to a <a class="link" href="cogl-2.0-experimental-The-Object-Interface.html#CoglObject" title="CoglObject"><span class="type">CoglObject</span></a>
</td>
</tr>
<tr>
<td><p><span class="term"><span class="emphasis"><em>Returns</em></span> :</span></p></td>
<td>
<code class="literal">TRUE</code> if <em class="parameter"><code>object</code></em> is a <a class="link" href="cogl-2.0-experimental-Offscreen-Framebuffers.html#CoglOffscreen" title="CoglOffscreen"><span class="type">CoglOffscreen</span></a> framebuffer,
<code class="literal">FALSE</code> otherwise</td>
</tr>
</tbody>
</table></div>
</div>
<hr>
<div class="refsect2">
<a name="cogl-offscreen-new-with-texture"></a><h3>cogl_offscreen_new_with_texture ()</h3>
<pre class="programlisting"><a class="link" href="cogl-2.0-experimental-Offscreen-Framebuffers.html#CoglOffscreen" title="CoglOffscreen"><span class="returnvalue">CoglOffscreen</span></a> *     cogl_offscreen_new_with_texture     (<em class="parameter"><code><a class="link" href="cogl-2.0-experimental-The-Texture-Interface.html#CoglTexture" title="CoglTexture"><span class="type">CoglTexture</span></a> *texture</code></em>);</pre>
<p>
This creates an offscreen framebuffer object using the given
<em class="parameter"><code>texture</code></em> as the primary color buffer. It doesn't just initialize
the contents of the offscreen buffer with the <em class="parameter"><code>texture</code></em>; they are
tightly bound so that drawing to the offscreen buffer effectively
updates the contents of the given texture. You don't need to
destroy the offscreen buffer before you can use the <em class="parameter"><code>texture</code></em> again.
</p>
<p>
</p>
<div class="note" style="margin-left: 0.5in; margin-right: 0.5in;">
<h3 class="title">Note</h3>This api only works with low-level <a class="link" href="cogl-2.0-experimental-The-Texture-Interface.html#CoglTexture" title="CoglTexture"><span class="type">CoglTexture</span></a> types such as
<a class="link" href="cogl-2.0-experimental-2D-textures.html#CoglTexture2D" title="CoglTexture2D"><span class="type">CoglTexture2D</span></a>, <a class="link" href="cogl-2.0-experimental-3D-textures.html#CoglTexture3D" title="CoglTexture3D"><span class="type">CoglTexture3D</span></a> and <a class="link" href="cogl-2.0-experimental-Rectangle-textures-(non-normalized-coordinates).html#CoglTextureRectangle" title="CoglTextureRectangle"><span class="type">CoglTextureRectangle</span></a>, and not
with meta-texture types such as <a class="link" href="cogl-2.0-experimental-Sliced-Textures.html#CoglTexture2DSliced" title="CoglTexture2DSliced"><span class="type">CoglTexture2DSliced</span></a>.</div>
<p>
</p>
<p>
The storage for the framebuffer is actually allocated lazily
so this function will never return <code class="literal">NULL</code> to indicate a runtime
error. This means it is still possible to configure the framebuffer
before it is really allocated.
</p>
<p>
Simple applications without full error handling can simply rely on
Cogl to lazily allocate the storage of framebuffers but you should
be aware that if Cogl encounters an error (such as running out of
GPU memory) then your application will simply abort with an error
message. If you need to be able to catch such exceptions at runtime
then you can explicitly allocate your framebuffer when you have
finished configuring it by calling <a class="link" href="cogl-2.0-experimental-CoglFramebuffer---The-Framebuffer-Interface.html#cogl-framebuffer-allocate" title="cogl_framebuffer_allocate ()"><code class="function">cogl_framebuffer_allocate()</code></a> and
passing in a <a class="link" href="cogl-2.0-experimental-Exception-handling.html#CoglError" title="CoglError"><span class="type">CoglError</span></a> argument to catch any exceptions.
</p>
<div class="variablelist"><table border="0" class="variablelist">
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<col align="left" valign="top">
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</colgroup>
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<td><p><span class="term"><em class="parameter"><code>texture</code></em> :</span></p></td>
<td>A <a class="link" href="cogl-2.0-experimental-The-Texture-Interface.html#CoglTexture" title="CoglTexture"><span class="type">CoglTexture</span></a> pointer</td>
</tr>
<tr>
<td><p><span class="term"><span class="emphasis"><em>Returns</em></span> :</span></p></td>
<td>a newly instantiated <a class="link" href="cogl-2.0-experimental-Offscreen-Framebuffers.html#CoglOffscreen" title="CoglOffscreen"><span class="type">CoglOffscreen</span></a>
framebuffer. <span class="annotation">[<acronym title="Free data after the code is done."><span class="acronym">transfer full</span></acronym>]</span>
</td>
</tr>
</tbody>
</table></div>
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