Clear the entire target with a single color.
Create the render-texture.
Update the contents of the target texture.
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 a read-only reference to the target texture.
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.
Activate or deactivate the render-texture for rendering.
Enable or disable texture smoothing.
Change the current active view.
Change the current active view.
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.
Clear the entire target with a single color.
Draw a drawable object to the render target.
Draw primitives defined by an array of vertices.
Convert a point fom target coordinates to world coordinates, using the current view.
Convert a point from target coordinates to world coordinates.
Convert a point from target coordinates to world coordinates, using the current view.
Convert a point from world coordinates to target 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.
Target for off-screen 2D rendering into a texture.
RenderTexture is the little brother of RenderWindow.
It implements the same 2D drawing and OpenGL-related functions (see their base class RenderTarget for more details), the difference is that the result is stored in an off-screen texture rather than being show in a window.
Rendering to a texture can be useful in a variety of situations: - precomputing a complex static texture (like a level's background from multiple tiles) - applying post-effects to the whole scene with shaders - creating a sprite from a 3D object rendered with OpenGL - etc.