<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"><html xmlns="http://www.w3.org/1999/xhtml"><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /><title>Graphics.Rendering.OpenGL.GL.Framebuffer</title><link href="ocean.css" rel="stylesheet" type="text/css" title="Ocean" /><script src="haddock-util.js" type="text/javascript"></script><script type="text/javascript">//<![CDATA[ window.onload = function () {pageLoad();setSynopsis("mini_Graphics-Rendering-OpenGL-GL-Framebuffer.html");}; //]]> </script></head><body><div id="package-header"><ul class="links" id="page-menu"><li><a href="src/Graphics-Rendering-OpenGL-GL-Framebuffer.html">Source</a></li><li><a href="index.html">Contents</a></li><li><a href="doc-index.html">Index</a></li></ul><p class="caption">OpenGL-2.2.3.0: A binding for the OpenGL graphics system</p></div><div id="content"><div id="module-header"><table class="info"><tr><th>Portability</th><td>portable</td></tr><tr><th>Stability</th><td>stable</td></tr><tr><th>Maintainer</th><td>sven.panne@aedion.de</td></tr></table><p class="caption">Graphics.Rendering.OpenGL.GL.Framebuffer</p></div><div id="table-of-contents"><p class="caption">Contents</p><ul><li><a href="#g:1">Querying the Buffer Configuration </a></li><li><a href="#g:2">Selecting a Buffer for Writing </a></li><li><a href="#g:3">Fine Control of Buffer Updates </a></li><li><a href="#g:4">Clearing the Buffers </a></li><li><a href="#g:5">The Accumulation Buffer </a></li></ul></div><div id="description"><p class="caption">Description</p><div class="doc"><p>This module corresponds to section 4.2 (Whole Framebuffer Operations) of the OpenGL 2.1 specs. </p></div></div><div id="synopsis"><p id="control.syn" class="caption expander" onclick="toggleSection('syn')">Synopsis</p><ul id="section.syn" class="hide" onclick="toggleSection('syn')"><li class="src short"><a href="#v:auxBuffers">auxBuffers</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:GettableStateVar">GettableStateVar</a> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:GLsizei">GLsizei</a></li><li class="src short"><a href="#v:doubleBuffer">doubleBuffer</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:GettableStateVar">GettableStateVar</a> <a href="/usr/share/doc/ghc/html/libraries/base-4.3.1.0/Data-Bool.html#t:Bool">Bool</a></li><li class="src short"><a href="#v:stereoBuffer">stereoBuffer</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:GettableStateVar">GettableStateVar</a> <a href="/usr/share/doc/ghc/html/libraries/base-4.3.1.0/Data-Bool.html#t:Bool">Bool</a></li><li class="src short"><a href="#v:rgbaBits">rgbaBits</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:GettableStateVar">GettableStateVar</a> (<a href="Graphics-Rendering-OpenGL-GL-VertexSpec.html#t:Color4">Color4</a> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:GLsizei">GLsizei</a>)</li><li class="src short"><a href="#v:stencilBits">stencilBits</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:GettableStateVar">GettableStateVar</a> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:GLsizei">GLsizei</a></li><li class="src short"><a href="#v:depthBits">depthBits</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:GettableStateVar">GettableStateVar</a> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:GLsizei">GLsizei</a></li><li class="src short"><a href="#v:accumBits">accumBits</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:GettableStateVar">GettableStateVar</a> (<a href="Graphics-Rendering-OpenGL-GL-VertexSpec.html#t:Color4">Color4</a> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:GLsizei">GLsizei</a>)</li><li class="src short"><a href="#v:rgbaSignedComponents">rgbaSignedComponents</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:GettableStateVar">GettableStateVar</a> (<a href="Graphics-Rendering-OpenGL-GL-VertexSpec.html#t:Color4">Color4</a> <a href="/usr/share/doc/ghc/html/libraries/base-4.3.1.0/Data-Bool.html#t:Bool">Bool</a>)</li><li class="src short"><span class="keyword">data</span> <a href="#t:BufferMode">BufferMode</a> <ul class="subs"><li>= <a href="#v:NoBuffers">NoBuffers</a> </li><li>| <a href="#v:FrontLeftBuffer">FrontLeftBuffer</a> </li><li>| <a href="#v:FrontRightBuffer">FrontRightBuffer</a> </li><li>| <a href="#v:BackLeftBuffer">BackLeftBuffer</a> </li><li>| <a href="#v:BackRightBuffer">BackRightBuffer</a> </li><li>| <a href="#v:FrontBuffers">FrontBuffers</a> </li><li>| <a href="#v:BackBuffers">BackBuffers</a> </li><li>| <a href="#v:LeftBuffers">LeftBuffers</a> </li><li>| <a href="#v:RightBuffers">RightBuffers</a> </li><li>| <a href="#v:FrontAndBackBuffers">FrontAndBackBuffers</a> </li><li>| <a href="#v:AuxBuffer">AuxBuffer</a> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:GLsizei">GLsizei</a> </li></ul></li><li class="src short"><a href="#v:drawBuffer">drawBuffer</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:StateVar">StateVar</a> <a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#t:BufferMode">BufferMode</a></li><li class="src short"><a href="#v:drawBuffers">drawBuffers</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:StateVar">StateVar</a> [<a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#t:BufferMode">BufferMode</a>]</li><li class="src short"><a href="#v:maxDrawBuffers">maxDrawBuffers</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:GettableStateVar">GettableStateVar</a> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:GLsizei">GLsizei</a></li><li class="src short"><a href="#v:indexMask">indexMask</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:StateVar">StateVar</a> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:GLuint">GLuint</a></li><li class="src short"><a href="#v:colorMask">colorMask</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:StateVar">StateVar</a> (<a href="Graphics-Rendering-OpenGL-GL-VertexSpec.html#t:Color4">Color4</a> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:Capability">Capability</a>)</li><li class="src short"><a href="#v:stencilMask">stencilMask</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:StateVar">StateVar</a> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:GLuint">GLuint</a></li><li class="src short"><a href="#v:stencilMaskSeparate">stencilMaskSeparate</a> :: <a href="Graphics-Rendering-OpenGL-GL-Colors.html#t:Face">Face</a> -> <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:SettableStateVar">SettableStateVar</a> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:GLuint">GLuint</a></li><li class="src short"><a href="#v:depthMask">depthMask</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:StateVar">StateVar</a> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:Capability">Capability</a></li><li class="src short"><span class="keyword">data</span> <a href="#t:ClearBuffer">ClearBuffer</a> <ul class="subs"><li>= <a href="#v:ColorBuffer">ColorBuffer</a> </li><li>| <a href="#v:AccumBuffer">AccumBuffer</a> </li><li>| <a href="#v:StencilBuffer">StencilBuffer</a> </li><li>| <a href="#v:DepthBuffer">DepthBuffer</a> </li></ul></li><li class="src short"><a href="#v:clear">clear</a> :: [<a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#t:ClearBuffer">ClearBuffer</a>] -> <a href="/usr/share/doc/ghc/html/libraries/base-4.3.1.0/System-IO.html#t:IO">IO</a> <a href="/usr/share/doc/ghc/html/libraries/ghc-prim-0.2.0.0/GHC-Unit.html#t:-40--41-">()</a></li><li class="src short"><a href="#v:clearColor">clearColor</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:StateVar">StateVar</a> (<a href="Graphics-Rendering-OpenGL-GL-VertexSpec.html#t:Color4">Color4</a> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:GLclampf">GLclampf</a>)</li><li class="src short"><a href="#v:clearIndex">clearIndex</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:StateVar">StateVar</a> (<a href="Graphics-Rendering-OpenGL-GL-VertexSpec.html#t:Index1">Index1</a> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:GLfloat">GLfloat</a>)</li><li class="src short"><a href="#v:clearStencil">clearStencil</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:StateVar">StateVar</a> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:GLint">GLint</a></li><li class="src short"><a href="#v:clearDepth">clearDepth</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:StateVar">StateVar</a> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:GLclampd">GLclampd</a></li><li class="src short"><a href="#v:clearAccum">clearAccum</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:StateVar">StateVar</a> (<a href="Graphics-Rendering-OpenGL-GL-VertexSpec.html#t:Color4">Color4</a> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:GLfloat">GLfloat</a>)</li><li class="src short"><span class="keyword">data</span> <a href="#t:AccumOp">AccumOp</a> <ul class="subs"><li>= <a href="#v:Accum">Accum</a> </li><li>| <a href="#v:Load">Load</a> </li><li>| <a href="#v:Return">Return</a> </li><li>| <a href="#v:Mult">Mult</a> </li><li>| <a href="#v:Add">Add</a> </li></ul></li><li class="src short"><a href="#v:accum">accum</a> :: <a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#t:AccumOp">AccumOp</a> -> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:GLfloat">GLfloat</a> -> <a href="/usr/share/doc/ghc/html/libraries/base-4.3.1.0/System-IO.html#t:IO">IO</a> <a href="/usr/share/doc/ghc/html/libraries/ghc-prim-0.2.0.0/GHC-Unit.html#t:-40--41-">()</a></li></ul></div><div id="interface"><h1 id="g:1">Querying the Buffer Configuration </h1><div class="top"><p class="src"><a name="v:auxBuffers" class="def">auxBuffers</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:GettableStateVar">GettableStateVar</a> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:GLsizei">GLsizei</a><a href="src/Graphics-Rendering-OpenGL-GL-Framebuffer.html#auxBuffers" class="link">Source</a></p><div class="doc"><p>The implementation and context dependent number of auxiliary buffers. </p></div></div><div class="top"><p class="src"><a name="v:doubleBuffer" class="def">doubleBuffer</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:GettableStateVar">GettableStateVar</a> <a href="/usr/share/doc/ghc/html/libraries/base-4.3.1.0/Data-Bool.html#t:Bool">Bool</a><a href="src/Graphics-Rendering-OpenGL-GL-Framebuffer.html#doubleBuffer" class="link">Source</a></p><div class="doc"><p><code><a href="/usr/share/doc/ghc/html/libraries/base-4.3.1.0/Data-Bool.html#v:True">True</a></code> if front and back buffers exist. </p></div></div><div class="top"><p class="src"><a name="v:stereoBuffer" class="def">stereoBuffer</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:GettableStateVar">GettableStateVar</a> <a href="/usr/share/doc/ghc/html/libraries/base-4.3.1.0/Data-Bool.html#t:Bool">Bool</a><a href="src/Graphics-Rendering-OpenGL-GL-Framebuffer.html#stereoBuffer" class="link">Source</a></p><div class="doc"><p><code><a href="/usr/share/doc/ghc/html/libraries/base-4.3.1.0/Data-Bool.html#v:True">True</a></code> if left and right buffers exist. </p></div></div><div class="top"><p class="src"><a name="v:rgbaBits" class="def">rgbaBits</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:GettableStateVar">GettableStateVar</a> (<a href="Graphics-Rendering-OpenGL-GL-VertexSpec.html#t:Color4">Color4</a> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:GLsizei">GLsizei</a>)<a href="src/Graphics-Rendering-OpenGL-GL-Framebuffer.html#rgbaBits" class="link">Source</a></p></div><div class="top"><p class="src"><a name="v:stencilBits" class="def">stencilBits</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:GettableStateVar">GettableStateVar</a> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:GLsizei">GLsizei</a><a href="src/Graphics-Rendering-OpenGL-GL-Framebuffer.html#stencilBits" class="link">Source</a></p></div><div class="top"><p class="src"><a name="v:depthBits" class="def">depthBits</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:GettableStateVar">GettableStateVar</a> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:GLsizei">GLsizei</a><a href="src/Graphics-Rendering-OpenGL-GL-Framebuffer.html#depthBits" class="link">Source</a></p></div><div class="top"><p class="src"><a name="v:accumBits" class="def">accumBits</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:GettableStateVar">GettableStateVar</a> (<a href="Graphics-Rendering-OpenGL-GL-VertexSpec.html#t:Color4">Color4</a> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:GLsizei">GLsizei</a>)<a href="src/Graphics-Rendering-OpenGL-GL-Framebuffer.html#accumBits" class="link">Source</a></p></div><div class="top"><p class="src"><a name="v:rgbaSignedComponents" class="def">rgbaSignedComponents</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:GettableStateVar">GettableStateVar</a> (<a href="Graphics-Rendering-OpenGL-GL-VertexSpec.html#t:Color4">Color4</a> <a href="/usr/share/doc/ghc/html/libraries/base-4.3.1.0/Data-Bool.html#t:Bool">Bool</a>)<a href="src/Graphics-Rendering-OpenGL-GL-Framebuffer.html#rgbaSignedComponents" class="link">Source</a></p></div><h1 id="g:2">Selecting a Buffer for Writing </h1><div class="top"><p class="src"><span class="keyword">data</span> <a name="t:BufferMode" class="def">BufferMode</a> <a href="src/Graphics-Rendering-OpenGL-GL-BufferMode.html#BufferMode" class="link">Source</a></p><div class="doc"><p>The set of color buffers which are selected for reading and writing. </p></div><div class="subs constructors"><p class="caption">Constructors</p><table><tr><td class="src"><a name="v:NoBuffers" class="def">NoBuffers</a></td><td class="doc"><p>No color buffers are selected. </p></td></tr><tr><td class="src"><a name="v:FrontLeftBuffer" class="def">FrontLeftBuffer</a></td><td class="doc"><p>Only the front left color buffer is selected. </p></td></tr><tr><td class="src"><a name="v:FrontRightBuffer" class="def">FrontRightBuffer</a></td><td class="doc"><p>Only the front right color buffer is selected. </p></td></tr><tr><td class="src"><a name="v:BackLeftBuffer" class="def">BackLeftBuffer</a></td><td class="doc"><p>Only the back left color buffer is selected. </p></td></tr><tr><td class="src"><a name="v:BackRightBuffer" class="def">BackRightBuffer</a></td><td class="doc"><p>Only the back right color buffer is selected. </p></td></tr><tr><td class="src"><a name="v:FrontBuffers" class="def">FrontBuffers</a></td><td class="doc"><p>Only the front left and front right color buffers are selected. If there is no front right color buffer, only the front left color buffer is selected. </p></td></tr><tr><td class="src"><a name="v:BackBuffers" class="def">BackBuffers</a></td><td class="doc"><p>Only the back left and back right color buffers are selected. If there is no back right color buffer, only the back left color buffer is selected. </p></td></tr><tr><td class="src"><a name="v:LeftBuffers" class="def">LeftBuffers</a></td><td class="doc"><p>Only the front left and back left color buffers are selected. If there is no back left color buffer, only the front left color buffer is selected. </p></td></tr><tr><td class="src"><a name="v:RightBuffers" class="def">RightBuffers</a></td><td class="doc"><p>Only the front right and back right color buffers are selected. If there is no back right color buffer, only the front right color buffer is selected. </p></td></tr><tr><td class="src"><a name="v:FrontAndBackBuffers" class="def">FrontAndBackBuffers</a></td><td class="doc"><p>All the front and back color buffers (front left, front right, back left, back right) are selected. If there are no back color buffers, only the front left and front right color buffers are selected. If there are no right color buffers, only the front left and back left color buffers are selected. If there are no right or back color buffers, only the front left color buffer is selected. </p></td></tr><tr><td class="src"><a name="v:AuxBuffer" class="def">AuxBuffer</a> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:GLsizei">GLsizei</a></td><td class="doc"><p>Only the given auxiliary color buffer no. <em>i</em> is selected. </p></td></tr></table></div><div class="subs instances"><p id="control.i:BufferMode" class="caption collapser" onclick="toggleSection('i:BufferMode')">Instances</p><div id="section.i:BufferMode" class="show"><table><tr><td class="src"><a href="/usr/share/doc/ghc/html/libraries/base-4.3.1.0/Data-Eq.html#t:Eq">Eq</a> <a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#t:BufferMode">BufferMode</a></td><td class="doc empty"> </td></tr><tr><td class="src"><a href="/usr/share/doc/ghc/html/libraries/base-4.3.1.0/Data-Ord.html#t:Ord">Ord</a> <a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#t:BufferMode">BufferMode</a></td><td class="doc empty"> </td></tr><tr><td class="src"><a href="/usr/share/doc/ghc/html/libraries/base-4.3.1.0/Text-Show.html#t:Show">Show</a> <a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#t:BufferMode">BufferMode</a></td><td class="doc empty"> </td></tr></table></div></div></div><div class="top"><p class="src"><a name="v:drawBuffer" class="def">drawBuffer</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:StateVar">StateVar</a> <a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#t:BufferMode">BufferMode</a><a href="src/Graphics-Rendering-OpenGL-GL-Framebuffer.html#drawBuffer" class="link">Source</a></p><div class="doc"><p>When colors are written to the framebuffer, they are written into the color buffers specified by <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:drawBuffer">drawBuffer</a></code>. </p><p>If more than one color buffer is selected for drawing, then blending or logical operations are computed and applied independently for each color buffer and can produce different results in each buffer. </p><p>Monoscopic contexts include only left buffers, and stereoscopic contexts include both left and right buffers. Likewise, single-buffered contexts include only front buffers, and double-buffered contexts include both front and back buffers. The context is selected at GL initialization. </p><p>The initial value is <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:FrontBuffers">FrontBuffers</a></code> for single-buffered contexts, and <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:BackBuffers">BackBuffers</a></code> for double-buffered contexts. </p></div></div><div class="top"><p class="src"><a name="v:drawBuffers" class="def">drawBuffers</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:StateVar">StateVar</a> [<a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#t:BufferMode">BufferMode</a>]<a href="src/Graphics-Rendering-OpenGL-GL-Framebuffer.html#drawBuffers" class="link">Source</a></p><div class="doc"><p><code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:drawBuffers">drawBuffers</a></code> defines the draw buffers to which all fragment colors are written. The draw buffers being defined correspond in order to the respective fragment colors. The draw buffer for fragment colors beyond those specified is set to <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:NoBuffers">NoBuffers</a></code>. </p><p>Except for <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:NoBuffers">NoBuffers</a></code>, a buffer may not appear more then once in the given list. Specifying a buffer more then once will result in an <code>Graphics.Rendering.OpenGL.GLU.Errors.InvalidOperation</code>. </p><p>If fixed-function fragment shading is being performed, <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:drawBuffers">drawBuffers</a></code> specifies a set of draw buffers into which the fragment color is written. </p><p>If a fragment shader writes to <code>gl_FragColor</code>, <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:drawBuffers">drawBuffers</a></code> specifies a set of draw buffers into which the single fragment color defined by <code>gl_FragColor</code> is written. If a fragment shader writes to <code>gl_FragData</code>, <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:drawBuffers">drawBuffers</a></code> specifies a set of draw buffers into which each of the multiple fragment colors defined by <code>gl_FragData</code> are separately written. If a fragment shader writes to neither <code>gl_FragColor</code> nor <code>gl_FragData</code>, the values of the fragment colors following shader execution are undefined, and may differ for each fragment color. </p></div></div><div class="top"><p class="src"><a name="v:maxDrawBuffers" class="def">maxDrawBuffers</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:GettableStateVar">GettableStateVar</a> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:GLsizei">GLsizei</a><a href="src/Graphics-Rendering-OpenGL-GL-Framebuffer.html#maxDrawBuffers" class="link">Source</a></p><div class="doc"><p>Contains the maximum number of buffers that can activated via <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:drawBuffers">drawBuffers</a></code> or which can be simultaneously written into from within a fragment shader using the special output variable array <code>gl_FragData</code>. This constant effectively defines the size of the <code>gl_FragData</code> array. The minimum legal value is 1. </p></div></div><h1 id="g:3">Fine Control of Buffer Updates </h1><div class="top"><p class="src"><a name="v:indexMask" class="def">indexMask</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:StateVar">StateVar</a> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:GLuint">GLuint</a><a href="src/Graphics-Rendering-OpenGL-GL-Framebuffer.html#indexMask" class="link">Source</a></p><div class="doc"><p>Controls the writing of individual bits in the color index buffers. The least significant <em>n</em> bits of its value, where <em>n</em> is the number of bits in a color index buffer, specify a mask. Where a 1 appears in the mask, it is possible to write to the corresponding bit in the color index buffer (or buffers). Where a 0 appears, the corresponding bit is write-protected. </p><p>This mask is used only in color index mode, and it affects only the buffers currently selected for writing (see <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:drawBuffer">drawBuffer</a></code>). Initially, all bits are enabled for writing. </p></div></div><div class="top"><p class="src"><a name="v:colorMask" class="def">colorMask</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:StateVar">StateVar</a> (<a href="Graphics-Rendering-OpenGL-GL-VertexSpec.html#t:Color4">Color4</a> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:Capability">Capability</a>)<a href="src/Graphics-Rendering-OpenGL-GL-Framebuffer.html#colorMask" class="link">Source</a></p><div class="doc"><p>Controls whether the individual color components in the framebuffer can or cannot be written. If the red flag is <code>Disabled</code>, for example, no change is made to the red component of any pixel in any of the color buffers, regardless of the drawing operation attempted. Initially, all color components can be written. </p><p>Changes to individual bits of components cannot be controlled. Rather, changes are either enabled or disabled for entire color components. Furthermore, this mask is used only in RGBA mode. </p></div></div><div class="top"><p class="src"><a name="v:stencilMask" class="def">stencilMask</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:StateVar">StateVar</a> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:GLuint">GLuint</a><a href="src/Graphics-Rendering-OpenGL-GL-Framebuffer.html#stencilMask" class="link">Source</a></p><div class="doc"><p>Controls the writing of individual bits in the stencil planes. The least significant <em>n</em> bits of its value, where <em>n</em> is the number of bits in the stencil buffer, specify a mask. Where a 1 appears in the mask, it is possible to write to the corresponding bit in the stencil buffer. Where a 0 appears, the corresponding bit is write-protected. Initially, all bits are enabled for writing. </p></div></div><div class="top"><p class="src"><a name="v:stencilMaskSeparate" class="def">stencilMaskSeparate</a> :: <a href="Graphics-Rendering-OpenGL-GL-Colors.html#t:Face">Face</a> -> <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:SettableStateVar">SettableStateVar</a> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:GLuint">GLuint</a><a href="src/Graphics-Rendering-OpenGL-GL-Framebuffer.html#stencilMaskSeparate" class="link">Source</a></p></div><div class="top"><p class="src"><a name="v:depthMask" class="def">depthMask</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:StateVar">StateVar</a> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:Capability">Capability</a><a href="src/Graphics-Rendering-OpenGL-GL-Framebuffer.html#depthMask" class="link">Source</a></p><div class="doc"><p>Controls whether the depth buffer is enabled for writing. The initial state is <code>Enabled</code>. </p></div></div><h1 id="g:4">Clearing the Buffers </h1><div class="top"><p class="src"><span class="keyword">data</span> <a name="t:ClearBuffer" class="def">ClearBuffer</a> <a href="src/Graphics-Rendering-OpenGL-GL-Framebuffer.html#ClearBuffer" class="link">Source</a></p><div class="doc"><p>The buffers which can be cleared with <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:clear">clear</a></code>. </p></div><div class="subs constructors"><p class="caption">Constructors</p><table><tr><td class="src"><a name="v:ColorBuffer" class="def">ColorBuffer</a></td><td class="doc"><p>The buffers currently enabled for color writing. </p></td></tr><tr><td class="src"><a name="v:AccumBuffer" class="def">AccumBuffer</a></td><td class="doc"><p>The accumulation buffer. </p></td></tr><tr><td class="src"><a name="v:StencilBuffer" class="def">StencilBuffer</a></td><td class="doc"><p>The stencil buffer. </p></td></tr><tr><td class="src"><a name="v:DepthBuffer" class="def">DepthBuffer</a></td><td class="doc"><p>The depth buffer. </p></td></tr></table></div><div class="subs instances"><p id="control.i:ClearBuffer" class="caption collapser" onclick="toggleSection('i:ClearBuffer')">Instances</p><div id="section.i:ClearBuffer" class="show"><table><tr><td class="src"><a href="/usr/share/doc/ghc/html/libraries/base-4.3.1.0/Data-Eq.html#t:Eq">Eq</a> <a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#t:ClearBuffer">ClearBuffer</a></td><td class="doc empty"> </td></tr><tr><td class="src"><a href="/usr/share/doc/ghc/html/libraries/base-4.3.1.0/Data-Ord.html#t:Ord">Ord</a> <a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#t:ClearBuffer">ClearBuffer</a></td><td class="doc empty"> </td></tr><tr><td class="src"><a href="/usr/share/doc/ghc/html/libraries/base-4.3.1.0/Text-Show.html#t:Show">Show</a> <a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#t:ClearBuffer">ClearBuffer</a></td><td class="doc empty"> </td></tr></table></div></div></div><div class="top"><p class="src"><a name="v:clear" class="def">clear</a> :: [<a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#t:ClearBuffer">ClearBuffer</a>] -> <a href="/usr/share/doc/ghc/html/libraries/base-4.3.1.0/System-IO.html#t:IO">IO</a> <a href="/usr/share/doc/ghc/html/libraries/ghc-prim-0.2.0.0/GHC-Unit.html#t:-40--41-">()</a><a href="src/Graphics-Rendering-OpenGL-GL-Framebuffer.html#clear" class="link">Source</a></p><div class="doc"><p>Set the bitplane area of the window to values previously selected by <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:clearColor">clearColor</a></code>, <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:clearIndex">clearIndex</a></code>, <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:clearDepth">clearDepth</a></code>, <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:clearStencil">clearStencil</a></code>, and <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:clearAccum">clearAccum</a></code>. Multiple color buffers can be cleared simultaneously by selecting more than one buffer at a time using <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:drawBuffer">drawBuffer</a></code>. </p><p>The pixel ownership test, the scissor test, dithering, and the buffer writemasks affect the operation of <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:clear">clear</a></code>. The scissor box bounds the cleared region. Alpha function, blend function, logical operation, stenciling, texure mapping, and depth-buffering are ignored by <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:clear">clear</a></code>. </p><p><code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:clear">clear</a></code> takes a list of buffers, indicating which buffers are to be cleared. If a buffer is not present, then a <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:clear">clear</a></code> directed at that buffer has no effect. </p><p>The value to which each buffer is cleared depends on the setting of the clear value for that buffer. </p></div></div><div class="top"><p class="src"><a name="v:clearColor" class="def">clearColor</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:StateVar">StateVar</a> (<a href="Graphics-Rendering-OpenGL-GL-VertexSpec.html#t:Color4">Color4</a> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:GLclampf">GLclampf</a>)<a href="src/Graphics-Rendering-OpenGL-GL-Framebuffer.html#clearColor" class="link">Source</a></p><div class="doc"><p>Controls the red, green, blue, and alpha values used by <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:clear">clear</a></code> to clear the color buffers. Values written into <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:clearColor">clearColor</a></code> are clamped to the range [0, 1]. Initially, all values are 0. </p></div></div><div class="top"><p class="src"><a name="v:clearIndex" class="def">clearIndex</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:StateVar">StateVar</a> (<a href="Graphics-Rendering-OpenGL-GL-VertexSpec.html#t:Index1">Index1</a> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:GLfloat">GLfloat</a>)<a href="src/Graphics-Rendering-OpenGL-GL-Framebuffer.html#clearIndex" class="link">Source</a></p><div class="doc"><p>Controls the index <em>c</em> used by <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:clear">clear</a></code> to clear the color index buffers. <em>c</em> is not clamped. Rather, <em>c</em> is converted to a fixed-point value with unspecified precision to the right of the binary point. The integer part of this value is then masked with 2^<em>m</em>-1, where <em>m</em> is the number of bits in a color index stored in the framebuffer. Initially, the value is 0. </p></div></div><div class="top"><p class="src"><a name="v:clearStencil" class="def">clearStencil</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:StateVar">StateVar</a> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:GLint">GLint</a><a href="src/Graphics-Rendering-OpenGL-GL-Framebuffer.html#clearStencil" class="link">Source</a></p><div class="doc"><p>Controls the value <em>s</em> used by <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:clear">clear</a></code> to clear the stencil buffer. <em>s</em> is masked with 2^<em>m</em>-1, where <em>m</em> is the number of bits in the stencil buffer. Initially, the value is 0. </p></div></div><div class="top"><p class="src"><a name="v:clearDepth" class="def">clearDepth</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:StateVar">StateVar</a> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:GLclampd">GLclampd</a><a href="src/Graphics-Rendering-OpenGL-GL-Framebuffer.html#clearDepth" class="link">Source</a></p><div class="doc"><p>Controls the depth value used by <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:clear">clear</a></code> to clear the depth buffer. Values written into <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:clearDepth">clearDepth</a></code> are clamped to the range [0, 1]. The initial value is 1. </p></div></div><div class="top"><p class="src"><a name="v:clearAccum" class="def">clearAccum</a> :: <a href="Graphics-Rendering-OpenGL-GL-StateVar.html#t:StateVar">StateVar</a> (<a href="Graphics-Rendering-OpenGL-GL-VertexSpec.html#t:Color4">Color4</a> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:GLfloat">GLfloat</a>)<a href="src/Graphics-Rendering-OpenGL-GL-Framebuffer.html#clearAccum" class="link">Source</a></p><div class="doc"><p>Controls the red, green, blue, and alpha values used by <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:clear">clear</a></code> to clear the accumulation buffer. Values written into <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:clearAccum">clearAccum</a></code> are clamped to the range [-1, 1]. The initial values are all 0. </p></div></div><h1 id="g:5">The Accumulation Buffer </h1><div class="top"><p class="src"><span class="keyword">data</span> <a name="t:AccumOp" class="def">AccumOp</a> <a href="src/Graphics-Rendering-OpenGL-GL-Framebuffer.html#AccumOp" class="link">Source</a></p><div class="doc"><p>An operation on the accumulation buffer. </p></div><div class="subs constructors"><p class="caption">Constructors</p><table><tr><td class="src"><a name="v:Accum" class="def">Accum</a></td><td class="doc"><p>Obtains <em>R</em>, <em>G</em>, <em>B</em>, and <em>A</em> values from the buffer currently selected for reading (see <code>Graphics.Rendering.OpenGL.GL.ReadCopyPixels.readBuffer</code>). Each component value is divided by 2^<em>n</em>-1, where <em>n</em> is the number of bits allocated to each color component in the currently selected buffer. The result is a floating-point value in the range [0, 1], which is multiplied by the value given to <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:accum">accum</a></code> and added to the corresponding pixel component in the accumulation buffer, thereby updating the accumulation buffer. </p></td></tr><tr><td class="src"><a name="v:Load" class="def">Load</a></td><td class="doc"><p>Similar to <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:Accum">Accum</a></code>, except that the current value in the accumulation buffer is not used in the calculation of the new value. That is, the <em>R</em>, <em>G</em>, <em>B</em>, and <em>A</em> values from the currently selected buffer are divided by 2^<em>n</em>-1, multiplied by the value given to <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:accum">accum</a></code>, and then stored in the corresponding accumulation buffer cell, overwriting the current value. </p></td></tr><tr><td class="src"><a name="v:Return" class="def">Return</a></td><td class="doc"><p>Transfers accumulation buffer values to the color buffer or buffers currently selected for writing. Each <em>R</em>, <em>G</em>, <em>B</em>, and <em>A</em> component is multiplied by the value given to <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:accum">accum</a></code>, then multiplied by 2^<em>n</em>-1, clamped to the range [0, 2^<em>n</em>-1], and stored in the corresponding display buffer cell. The only fragment operations that are applied to this transfer are pixel ownership, scissor, dithering, and color writemasks. </p></td></tr><tr><td class="src"><a name="v:Mult" class="def">Mult</a></td><td class="doc"><p>Multiplies each <em>R</em>, <em>G</em>, <em>B</em>, and <em>A</em> in the accumulation buffer by the value given to <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:accum">accum</a></code> and returns the scaled component to its corresponding accumulation buffer location. </p></td></tr><tr><td class="src"><a name="v:Add" class="def">Add</a></td><td class="doc"><p>Adds the value given to <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:accum">accum</a></code> to each <em>R</em>, <em>G</em>, <em>B</em>, and <em>A</em> in the accumulation buffer. </p></td></tr></table></div><div class="subs instances"><p id="control.i:AccumOp" class="caption collapser" onclick="toggleSection('i:AccumOp')">Instances</p><div id="section.i:AccumOp" class="show"><table><tr><td class="src"><a href="/usr/share/doc/ghc/html/libraries/base-4.3.1.0/Data-Eq.html#t:Eq">Eq</a> <a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#t:AccumOp">AccumOp</a></td><td class="doc empty"> </td></tr><tr><td class="src"><a href="/usr/share/doc/ghc/html/libraries/base-4.3.1.0/Data-Ord.html#t:Ord">Ord</a> <a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#t:AccumOp">AccumOp</a></td><td class="doc empty"> </td></tr><tr><td class="src"><a href="/usr/share/doc/ghc/html/libraries/base-4.3.1.0/Text-Show.html#t:Show">Show</a> <a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#t:AccumOp">AccumOp</a></td><td class="doc empty"> </td></tr></table></div></div></div><div class="top"><p class="src"><a name="v:accum" class="def">accum</a> :: <a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#t:AccumOp">AccumOp</a> -> <a href="Graphics-Rendering-OpenGL-GL-BasicTypes.html#t:GLfloat">GLfloat</a> -> <a href="/usr/share/doc/ghc/html/libraries/base-4.3.1.0/System-IO.html#t:IO">IO</a> <a href="/usr/share/doc/ghc/html/libraries/ghc-prim-0.2.0.0/GHC-Unit.html#t:-40--41-">()</a><a href="src/Graphics-Rendering-OpenGL-GL-Framebuffer.html#accum" class="link">Source</a></p><div class="doc"><p>The accumulation buffer is an extended-range color buffer. Images are not rendered into it. Rather, images rendered into one of the color buffers are added to the contents of the accumulation buffer after rendering. Effects such as antialiasing (of points, lines, and polygons), motion blur, and depth of field can be created by accumulating images generated with different transformation matrices. </p><p>Each pixel in the accumulation buffer consists of red, green, blue, and alpha values. The number of bits per component in the accumulation buffer depends on the implementation (see <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:accumBits">accumBits</a></code>). Regardless of the number of bits per component, the range of values stored by each component is [-1, 1]. The accumulation buffer pixels are mapped one-to-one with frame buffer pixels. </p><p><code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:accum">accum</a></code> operates on the accumulation buffer. The first argument selects an accumulation buffer operation. The second argument, is a floating-point value to be used in that operation, see <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#t:AccumOp">AccumOp</a></code>. </p><p>All accumulation buffer operations are limited to the area of the current scissor box and applied identically to the red, green, blue, and alpha components of each pixel. If an <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:accum">accum</a></code> operation results in a value outside the range [-1, 1], the contents of an accumulation buffer pixel component are undefined. </p><p>To clear the accumulation buffer, use <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:clearAccum">clearAccum</a></code> to specify the clear value, then call <code><a href="Graphics-Rendering-OpenGL-GL-Framebuffer.html#v:clear">clear</a></code> with the accumulation buffer enabled. </p></div></div></div></div><div id="footer"><p>Produced by <a href="http://www.haskell.org/haddock/">Haddock</a> version 2.9.2</p></div></body></html>