-------------------------------- -- @module RenderTexture -- @extend Node -- @parent_module cc -------------------------------- -- Used for grab part of screen to a texture.
-- param rtBegin The position of renderTexture on the fullRect.
-- param fullRect The total size of screen.
-- param fullViewport The total viewportSize. -- @function [parent=#RenderTexture] setVirtualViewport -- @param self -- @param #vec2_table rtBegin -- @param #rect_table fullRect -- @param #rect_table fullViewport -- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture) -------------------------------- -- Clears the texture with a specified stencil value.
-- param stencilValue A specified stencil value. -- @function [parent=#RenderTexture] clearStencil -- @param self -- @param #int stencilValue -- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture) -------------------------------- -- Value for clearDepth. Valid only when "autoDraw" is true.
-- return Value for clearDepth. -- @function [parent=#RenderTexture] getClearDepth -- @param self -- @return float#float ret (return value: float) -------------------------------- -- Value for clear Stencil. Valid only when "autoDraw" is true.
-- return Value for clear Stencil. -- @function [parent=#RenderTexture] getClearStencil -- @param self -- @return int#int ret (return value: int) -------------------------------- -- Ends grabbing. -- @function [parent=#RenderTexture] end -- @param self -- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture) -------------------------------- -- Set Value for clear Stencil.
-- param clearStencil Value for clear Stencil. -- @function [parent=#RenderTexture] setClearStencil -- @param self -- @param #int clearStencil -- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture) -------------------------------- -- Sets the Sprite being used.
-- param sprite A Sprite. -- @function [parent=#RenderTexture] setSprite -- @param self -- @param #cc.Sprite sprite -- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture) -------------------------------- -- Gets the Sprite being used.
-- return A Sprite. -- @function [parent=#RenderTexture] getSprite -- @param self -- @return Sprite#Sprite ret (return value: cc.Sprite) -------------------------------- -- When enabled, it will render its children into the texture automatically. Disabled by default for compatiblity reasons.
-- Will be enabled in the future.
-- return Return the autoDraw value. -- @function [parent=#RenderTexture] isAutoDraw -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- Flag: Use stack matrix computed from scene hierarchy or generate new modelView and projection matrix.
-- param keepMatrix Wether or not use stack matrix computed from scene hierarchy or generate new modelView and projection matrix. -- @function [parent=#RenderTexture] setKeepMatrix -- @param self -- @param #bool keepMatrix -- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture) -------------------------------- -- Set flags.
-- param clearFlags Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT. -- @function [parent=#RenderTexture] setClearFlags -- @param self -- @param #unsigned int clearFlags -- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture) -------------------------------- -- Starts grabbing. -- @function [parent=#RenderTexture] begin -- @param self -- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture) -------------------------------- -- @overload self, string, int, bool, function -- @overload self, string, bool, function -- @function [parent=#RenderTexture] saveToFile -- @param self -- @param #string filename -- @param #int format -- @param #bool isRGBA -- @param #function callback -- @return bool#bool ret (return value: bool) -------------------------------- -- Set a valve to control whether or not render its children into the texture automatically.
-- param isAutoDraw Whether or not render its children into the texture automatically. -- @function [parent=#RenderTexture] setAutoDraw -- @param self -- @param #bool isAutoDraw -- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture) -------------------------------- -- Set color value.
-- param clearColor Color value. -- @function [parent=#RenderTexture] setClearColor -- @param self -- @param #color4f_table clearColor -- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture) -------------------------------- -- End is key word of lua, use other name to export to lua. -- @function [parent=#RenderTexture] endToLua -- @param self -- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture) -------------------------------- -- @overload self, float, float, float, float, float -- @overload self, float, float, float, float -- @overload self, float, float, float, float, float, int -- @function [parent=#RenderTexture] beginWithClear -- @param self -- @param #float r -- @param #float g -- @param #float b -- @param #float a -- @param #float depthValue -- @param #int stencilValue -- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture) -------------------------------- -- Clears the texture with a specified depth value.
-- param depthValue A specified depth value. -- @function [parent=#RenderTexture] clearDepth -- @param self -- @param #float depthValue -- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture) -------------------------------- -- Clear color value. Valid only when "autoDraw" is true.
-- return Color value. -- @function [parent=#RenderTexture] getClearColor -- @param self -- @return color4f_table#color4f_table ret (return value: color4f_table) -------------------------------- -- Clears the texture with a color.
-- param r Red.
-- param g Green.
-- param b Blue.
-- param a Alpha. -- @function [parent=#RenderTexture] clear -- @param self -- @param #float r -- @param #float g -- @param #float b -- @param #float a -- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture) -------------------------------- -- Valid flags: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT. They can be OR'ed. Valid when "autoDraw" is true.
-- return Clear flags. -- @function [parent=#RenderTexture] getClearFlags -- @param self -- @return unsigned int#unsigned int ret (return value: unsigned int) -------------------------------- -- -- @function [parent=#RenderTexture] newImage -- @param self -- @return Image#Image ret (return value: cc.Image) -------------------------------- -- Set Value for clearDepth.
-- param clearDepth Value for clearDepth. -- @function [parent=#RenderTexture] setClearDepth -- @param self -- @param #float clearDepth -- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture) -------------------------------- -- @overload self, int, int, int, unsigned int -- @overload self, int, int, int -- @function [parent=#RenderTexture] initWithWidthAndHeight -- @param self -- @param #int w -- @param #int h -- @param #int format -- @param #unsigned int depthStencilFormat -- @return bool#bool ret (return value: bool) -------------------------------- -- @overload self, int, int, int -- @overload self, int, int, int, unsigned int -- @overload self, int, int -- @function [parent=#RenderTexture] create -- @param self -- @param #int w -- @param #int h -- @param #int format -- @param #unsigned int depthStencilFormat -- @return RenderTexture#RenderTexture ret (return value: cc.RenderTexture) -------------------------------- -- -- @function [parent=#RenderTexture] draw -- @param self -- @param #cc.Renderer renderer -- @param #mat4_table transform -- @param #unsigned int flags -- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture) -------------------------------- -- -- @function [parent=#RenderTexture] visit -- @param self -- @param #cc.Renderer renderer -- @param #mat4_table parentTransform -- @param #unsigned int parentFlags -- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture) -------------------------------- -- FIXME: should be procted.
-- but due to a bug in PowerVR + Android,
-- the constructor is public again. -- @function [parent=#RenderTexture] RenderTexture -- @param self -- @return RenderTexture#RenderTexture self (return value: cc.RenderTexture) return nil