Clear the entire target with a single color.
Draw a drawable object to the render target.
Draw primitives defined by an array of vertices.
Get the default view of the render target.
Return the size of the rendering region of the target.
Get the viewport of a view, applied to this render target.
Convert a point from target coordinates to world coordinates, using the current view.
Convert a point from world coordinates to target coordinates.
Convert a point fom target coordinates to world coordinates, using the current view.
Convert a point from target coordinates to world coordinates.
Restore the previously saved OpenGL render states and matrices.
Save the current OpenGL render states and matrices.
Reset the internal OpenGL states so that the target is ready for drawing.
Base class for all render targets (window, texture, ...)
RenderTarget defines the common behaviour of all the 2D render targets usable in the graphics module.
It makes it possible to draw 2D entities like sprites, shapes, text without using any OpenGL command directly.
A RenderTarget is also able to use views which are a kind of 2D cameras. With views you can globally scroll, rotate or zoom everything that is drawn, without having to transform every single entity.
On top of that, render targets are still able to render direct OpenGL stuff. It is even possible to mix together OpenGL calls and regular SFML drawing commands. When doing so, make sure that OpenGL states are not messed up by calling the pushGLStates/popGLStates functions.