Set which buffers are implicitly allocated
| <node3d:renderNode>.setImplicitBufferMask( | |
| mask | |
| mode = viz.MASK_SET |
)
mask
A combination of the following bit flags:
Clear masks |
|
viz.GL_COLOR_BUFFER_BIT |
The color buffer |
viz.GL_DEPTH_BUFFER_BIT |
The depth buffer |
viz.GL_STENCIL_BUFFER_BIT |
The stencil buffer |
mode = viz.MASK_SET
Mode for specifying how to apply the mask. Can be one of the following:
Mask modes |
|
viz.MASK_SET |
Set the mask to the new value. |
viz.MASK_ADD |
Add the value to the existing mask. |
viz.MASK_REMOVE |
Remove the value from the existing mask. |
viz.MASK_TOGGLE |
Toggle the value with the existing mask. |
When rendering to an FBO, the implicit buffer mask controls which buffers are automatically allocated when no buffer is explicitly specified by the user.
The default value is (viz.GL_COLOR_BUFFER_BIT | viz.GL_DEPTH_BUFFER_BIT)
None