GraphicsOutput
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class GraphicsOutput
Bases:
GraphicsOutputBase
,DrawableRegion
This is a base class for the various different classes that represent the result of a frame of rendering. The most common kind of GraphicsOutput is a
GraphicsWindow
, which is a real-time window on the desktop, but another example isGraphicsBuffer
, which is an offscreen buffer.The actual rendering, and anything associated with the graphics context itself, is managed by the associated
GraphicsStateGuardian
(which might output to multiple GraphicsOutput objects).GraphicsOutputs are not actually writable to bam files, of course, but they may be passed as event parameters, so they inherit from
TypedWritableReferenceCount
instead ofTypedReferenceCount
for that convenience.Inheritance diagram
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enum FrameMode
There are many reasons to call begin_frameend_frame.
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enumerator FM_render = 0
We are rendering a frame.
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enumerator FM_parasite = 1
We are rendering a frame of a parasite.
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enumerator FM_refresh = 2
We are just refreshing the display or exposing the window.
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enumerator FM_render = 0
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enum RenderTextureMode
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enumerator RTM_none = 0
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enumerator RTM_bind_or_copy = 1
Try to render to the texture directly, but if that is not possible, fall back to RTM_copy_texture.
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enumerator RTM_copy_texture = 2
Copy the image from the buffer to the texture every frame.
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enumerator RTM_copy_ram = 3
Copy the image from the buffer to system RAM every frame.
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enumerator RTM_triggered_copy_texture = 4
Copy the image from the buffer to the texture after a call to trigger_copy().
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enumerator RTM_triggered_copy_ram = 5
Copy the image from the buffer to system RAM after a call to trigger_copy().
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enumerator RTM_bind_layered = 6
Render directly to a layered texture, such as a cube map, 3D texture or 2D texture array. The layer that is being rendered to is selected by a geometry shader.
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enumerator RTM_none = 0
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void add_render_texture(Texture *tex, RenderTextureMode mode, DrawableRegion::RenderTexturePlane bitplane = ::DrawableRegion::RTP_COUNT)
Creates a new Texture object, suitable for rendering the contents of this buffer into, and appends it to the list of render textures.
If tex is not NULL, it is the texture that will be set up for rendering into; otherwise, a new Texture object will be created, in which case you may call
get_texture()
to retrieve the new texture pointer.You can specify a bitplane to attach the texture to. the legal choices are:
RTP_depth
RTP_depth_stencil
RTP_color
RTP_aux_rgba_0
RTP_aux_rgba_1
RTP_aux_rgba_2
RTP_aux_rgba_3
If you do not specify a bitplane to attach the texture to, this routine will use a default based on the texture’s format:
F_depth_component attaches to RTP_depth
F_depth_stencil attaches to RTP_depth_stencil
all other formats attach to RTP_color.
The texture’s format will be changed to match the format of the bitplane to which it is attached. For example, if you pass in an F_rgba texture and order that it be attached to RTP_depth_stencil, it will turn into an F_depth_stencil texture.
Also see
make_texture_buffer()
, which is a higher-level interface for preparing render-to-a-texture mode.
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void clear_child_sort(void)
Resets the sort value of future offscreen buffers created by make_texture_sort() to the default value. See
set_child_sort()
.
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void clear_delete_flag(void)
Resets the delete flag, so the
GraphicsOutput
will not be automatically deleted before the beginning of the next frame.
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void clear_render_textures(void)
If the
GraphicsOutput
is currently rendering to a texture, then all textures are dissociated from the GraphicsOuput.
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int count_textures(void) const
If the
GraphicsOutput
is set to render into a texture, returns the number of textures that are being rendered into. Normally, the textures would be associated with different buffers - a color texture, a depth texture, and a stencil texture.
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virtual bool flip_ready(void) const
These are not intended to be called directly by the user, but they’re published anyway since they might occasionally be useful for low-level debugging.
Returns true if a frame has been rendered and needs to be flipped, false otherwise.
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PointerTo<DisplayRegion> get_active_display_region(int n) const
Returns the nth active
DisplayRegion
of those that have been created within the window. This may return NULL if n is out of bounds; particularly likely if the number of display regions has changed since the last call toget_num_active_display_regions()
.
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int get_child_sort(void) const
Returns the sort value of future offscreen buffers created by make_texture_sort(). See
set_child_sort()
.
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static TypeHandle get_class_type(void)
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bool get_delete_flag(void) const
Returns the current setting of the delete flag. When this is true, the
GraphicsOutput
will automatically be removed before the beginning of the next frame by theGraphicsEngine
.
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PointerTo<DisplayRegion> get_display_region(int n) const
Returns the nth
DisplayRegion
of those that have been created within the window. This may return NULL if n is out of bounds; particularly likely if the number of display regions has changed since the last call toget_num_display_regions()
.
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GraphicsEngine *get_engine(void) const
Returns the graphics engine that created this output. Since there is normally only one
GraphicsEngine
object in an application, this is usually the same as the globalGraphicsEngine
.
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FrameBufferProperties const &get_fb_properties(void) const
Returns the framebuffer properties of the window.
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LVecBase2i get_fb_size(void) const
Returns the internal size of the window or buffer. This is almost always the same as
get_size()
, except when a pixel_zoom is in effect–seeset_pixel_zoom()
.
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int get_fb_x_size(void) const
Returns the internal width of the window or buffer. This is almost always the same as
get_x_size()
, except when a pixel_zoom is in effect–seeset_pixel_zoom()
.
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int get_fb_y_size(void) const
Returns the internal height of the window or buffer. This is almost always the same as
get_y_size()
, except when a pixel_zoom is in effect–seeset_pixel_zoom()
.
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GraphicsStateGuardian *get_gsg(void) const
Returns the GSG that is associated with this window. There is a one-to-one association between windows and GSG’s.
This may return NULL if the graphics context has not yet been created for the window, e.g. before the first frame has rendered; or after the window has been closed.
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virtual GraphicsOutput *get_host(void)
This is normally called only from within
make_texture_buffer()
. When called on aParasiteBuffer
, it returns the host of that buffer; but when called on some other buffer, it returns the buffer itself.
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bool get_inverted(void) const
Returns the current setting of the inverted flag. When this is true, the scene is rendered into the window upside-down, flipped like a mirror along the X axis. See
set_inverted()
.
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unsigned int get_left_eye_color_mask(void) const
Returns the color mask in effect when rendering a left-eye view in red_blue stereo mode. This is one or more bits defined in
ColorWriteAttrib::Channels
. Seeset_red_blue_stereo()
.
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std::string const &get_name(void) const
Returns the name that was passed to the
GraphicsOutput
constructor.
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int get_num_active_display_regions(void) const
Returns the number of active
DisplayRegions
that have been created within the window.
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int get_num_display_regions(void) const
Returns the number of
DisplayRegions
that have been created within the window, active or otherwise.
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bool get_one_shot(void) const
Returns the current setting of the one-shot flag. When this is true, the
GraphicsOutput
will automatically set itself inactive after the next frame.
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DisplayRegion *get_overlay_display_region(void) const
Returns the special “overlay”
DisplayRegion
that is created for each window or buffer. ThisDisplayRegion
covers the entire window, but cannot be used for rendering. It is a placeholder only, to indicate the dimensions of the window, and is usually used internally for purposes such as clearing the window, or grabbing a screenshot of the window.There are very few applications that require access to this
DisplayRegion
. Normally, you should create your ownDisplayRegion
that covers the window, if you want to render to the window.
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GraphicsPipe *get_pipe(void) const
Returns the
GraphicsPipe
that this window is associated with. It is possible that theGraphicsPipe
might have been deleted while an outstanding PT(GraphicsOutput) prevented all of its children windows from also being deleted; in this unlikely case, get_pipe() may return NULL.
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bool get_red_blue_stereo(void) const
Returns whether red-blue stereo mode is in effect for this particular window. See
set_red_blue_stereo()
.
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unsigned int get_right_eye_color_mask(void) const
Returns the color mask in effect when rendering a right-eye view in red_blue stereo mode. This is one or more bits defined in
ColorWriteAttrib::Channels
. Seeset_red_blue_stereo()
.
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RenderTextureMode get_rtm_mode(int i = 0) const
Returns the
RenderTextureMode
associated with the nth render-texture. Returns RTM_none if there is no such texture.
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LVecBase4 const &get_sbs_left_dimensions(void) const
Returns the effective sub-region of the window for displaying the left channel, if side-by-side stereo mode is in effect for the window. See
set_side_by_side_stereo()
.
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LVecBase2i get_sbs_left_size(void) const
If side-by-side stereo is enabled, this returns the pixel size of the left eye, based on scaling
get_size()
byget_sbs_left_dimensions()
. If side-by- side stereo is not enabled, this returns the same asget_size()
.
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int get_sbs_left_x_size(void) const
If side-by-side stereo is enabled, this returns the pixel width of the left eye, based on scaling
get_x_size()
byget_sbs_left_dimensions()
. If side- by-side stereo is not enabled, this returns the same asget_x_size()
.
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int get_sbs_left_y_size(void) const
If side-by-side stereo is enabled, this returns the pixel height of the left eye, based on scaling
get_y_size()
byget_sbs_left_dimensions()
. If side-by-side stereo is not enabled, this returns the same asget_y_size()
.
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LVecBase4 const &get_sbs_right_dimensions(void) const
Returns the effective sub-region of the window for displaying the right channel, if side-by-side stereo mode is in effect for the window. See
set_side_by_side_stereo()
.
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LVecBase2i get_sbs_right_size(void) const
If side-by-side stereo is enabled, this returns the pixel size of the right eye, based on scaling
get_size()
byget_sbs_right_dimensions()
. If side- by-side stereo is not enabled, this returns the same asget_size()
.
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int get_sbs_right_x_size(void) const
If side-by-side stereo is enabled, this returns the pixel width of the right eye, based on scaling
get_x_size()
byget_sbs_right_dimensions()
. If side-by-side stereo is not enabled, this returns the same asget_x_size()
.
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int get_sbs_right_y_size(void) const
If side-by-side stereo is enabled, this returns the pixel height of the right eye, based on scaling
get_y_size()
byget_sbs_right_dimensions()
. If side-by-side stereo is not enabled, this returns the same asget_y_size()
.
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PointerTo<Texture> get_screenshot(void)
Captures the most-recently rendered image from the framebuffer into the indicated
PNMImage
. Returns true on success, false on failure.Captures the most-recently rendered image from the framebuffer and returns it as Texture, or NULL on failure.
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bool get_side_by_side_stereo(void) const
Returns whether side-by-side stereo mode is in effect for this particular window. See
set_side_by_side_stereo()
.
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LVecBase2i const &get_size(void) const
Returns the visible size of the window or buffer, if it is known. In certain cases (e.g. fullscreen windows), the size may not be known until after the object has been fully created. Check
has_size()
first.Certain objects (like windows) may change size spontaneously; this method is not thread-safe. To get the size of a window in a thread-safe manner, query get_properties().
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int get_sort(void) const
Returns the sorting order of this particular
GraphicsOutput
. The variousGraphicsOutputs
within a particular thread will be rendered in the indicated order.
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virtual bool get_supports_render_texture(void) const
Returns true if this particular
GraphicsOutput
can render directly into a texture, or false if it must always copy-to-texture at the end of each frame to achieve this effect.
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bool get_swap_eyes(void) const
Returns the current setting of the “swap eyes” flag. See
set_swap_eyes()
.
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inline virtual Texture *get_texture(int i = 0) const
Returns the nth texture into which the
GraphicsOutput
renders. Returns NULL if there is no such texture.If the texture is non-NULL, it may be applied to geometry to be rendered for any other windows or outputs that share the same GSG as this
GraphicsOutput
. The effect is undefined for windows that share a different GSG; usually in these cases the texture will be invalid.
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NodePath get_texture_card(void)
Returns a
PandaNode
containing a square polygon. The dimensions are (-1,0,-1) to (1,0,1). The texture coordinates are such that the texture of thisGraphicsOutput
is aligned properly to the polygon. TheGraphicsOutput
promises to surgically update the Geom inside thePandaNode
if necessary to maintain this invariant.Each invocation of this function returns a freshly- allocated
PandaNode
. You can therefore safely modify theRenderAttribs
of thePandaNode
. ThePandaNode
is initially textured with the texture of this GraphicOutput.
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DrawableRegion::RenderTexturePlane get_texture_plane(int i = 0) const
Returns the RenderTexturePlane associated with the nth render-texture. Returns 0 if there is no such texture.
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int get_x_size(void) const
Returns the visible width of the window or buffer, if it is known. In certain cases (e.g. fullscreen windows), the size may not be known until after the object has been fully created. Check
has_size()
first.Certain objects (like windows) may change size spontaneously; this method is not thread-safe. To get the size of a window in a thread-safe manner, query get_properties().
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int get_y_size(void) const
Returns the visible height of the window or buffer, if it is known. In certain cases (e.g. fullscreen windows), the size may not be known until after the object has been fully created. Check
has_size()
first.Certain objects (like windows) may change size spontaneously; this method is not thread-safe. To get the size of a window in a thread-safe manner, query get_properties().
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bool has_size(void) const
Returns true if the size of the window/frame buffer is known, false otherwise. In certain cases the size may not be known until after the object has been fully created. Also, certain objects (like windows) may change size spontaneously.
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bool has_texture(void) const
Returns true if the
GraphicsOutput
is rendering into any textures at all.
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virtual bool is_active(void) const
Returns true if the window is ready to be rendered into, false otherwise.
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bool is_nonzero_size(void) const
Returns true if the output has a nonzero size in both X and Y, or false if it is zero (and therefore invalid).
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bool is_stereo(void) const
Returns Returns true if this window can render stereo
DisplayRegions
, either through red-blue stereo (seeset_red_blue_stereo()
) or through true hardware stereo rendering.
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bool is_valid(void) const
Returns true if the output is fully created and ready for rendering, false otherwise.
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GraphicsOutput *make_cube_map(std::string const &name, int size, NodePath &camera_rig, DrawMask camera_mask = PandaNode::get_all_camera_mask(), bool to_ram = false, FrameBufferProperties *fbp = nullptr)
This is similar to
make_texture_buffer()
in that it allocates a separate buffer suitable for rendering to a texture that can be assigned to geometry in this window, but in this case, the buffer is set up to render the six faces of a cube map.The buffer is automatically set up with six display regions and six cameras, each of which are assigned the indicated draw_mask and parented to the given camera_rig node (which you should then put in your scene to render the cube map from the appropriate point of view).
You may take the texture associated with the buffer and apply it to geometry, particularly with TexGenAttrib::M_world_cube_map also in effect, to apply a reflection of everything seen by the camera rig.
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DisplayRegion *make_display_region(void)
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DisplayRegion *make_display_region(PN_stdfloat l, PN_stdfloat r, PN_stdfloat b, PN_stdfloat t)
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DisplayRegion *make_display_region(LVecBase4 const &dimensions)
Creates a new
DisplayRegion
that covers the entire window.If
is_stereo()
is true for this window, and default-stereo-camera is configured true, this actually makes aStereoDisplayRegion
. Callmake_mono_display_region()
ormake_stereo_display_region()
if you want to insist on one or the other.Creates a new
DisplayRegion
that covers the indicated sub-rectangle within the window. The range on all parameters is 0..1.If
is_stereo()
is true for this window, and default-stereo-camera is configured true, this actually makes aStereoDisplayRegion
. Callmake_mono_display_region()
ormake_stereo_display_region()
if you want to insist on one or the other.Creates a new
DisplayRegion
that covers the indicated sub-rectangle within the window. The range on all parameters is 0..1.If
is_stereo()
is true for this window, and default-stereo-camera is configured true, this actually makes aStereoDisplayRegion
. Callmake_mono_display_region()
ormake_stereo_display_region()
if you want to insist on one or the other.
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DisplayRegion *make_mono_display_region(void)
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DisplayRegion *make_mono_display_region(PN_stdfloat l, PN_stdfloat r, PN_stdfloat b, PN_stdfloat t)
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DisplayRegion *make_mono_display_region(LVecBase4 const &dimensions)
Creates a new
DisplayRegion
that covers the entire window.This generally returns a mono
DisplayRegion
, even ifis_stereo()
is true. However, if side-by-side stereo is enabled, this will return aStereoDisplayRegion
whose two eyes are both set to SC_mono. (This is necessary because in side-by-side stereo mode, it is necessary to draw even monoDisplayRegions
twice).Creates a new
DisplayRegion
that covers the entire window.This generally returns a mono
DisplayRegion
, even ifis_stereo()
is true. However, if side-by-side stereo is enabled, this will return aStereoDisplayRegion
whose two eyes are both set to SC_mono. (This is necessary because in side-by-side stereo mode, it is necessary to draw even monoDisplayRegions
twice).Creates a new
DisplayRegion
that covers the indicated sub-rectangle within the window. The range on all parameters is 0..1.This generally returns a mono
DisplayRegion
, even ifis_stereo()
is true. However, if side-by-side stereo is enabled, this will return aStereoDisplayRegion
whose two eyes are both set to SC_mono. (This is necessary because in side-by-side stereo mode, it is necessary to draw even monoDisplayRegions
twice).
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Filename make_screenshot_filename(std::string const &prefix = "screenshot")
Saves a screenshot of the region to a default filename, and returns the filename, or empty string if the screenshot failed. The default filename is generated from the supplied prefix and from the Config variable screenshot-filename, which contains the following strings:
%~p - the supplied prefix %~f - the frame count %~e - the value of screenshot-extension All other % strings in strftime().
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StereoDisplayRegion *make_stereo_display_region(void)
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StereoDisplayRegion *make_stereo_display_region(PN_stdfloat l, PN_stdfloat r, PN_stdfloat b, PN_stdfloat t)
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StereoDisplayRegion *make_stereo_display_region(LVecBase4 const &dimensions)
Creates a new
DisplayRegion
that covers the entire window.This always returns a stereo
DisplayRegion
, even ifis_stereo()
is false.Creates a new
DisplayRegion
that covers the entire window.This always returns a stereo
DisplayRegion
, even ifis_stereo()
is false.Creates a new
DisplayRegion
that covers the indicated sub-rectangle within the window. The range on all parameters is 0..1.This always returns a stereo
DisplayRegion
, even ifis_stereo()
is false.
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GraphicsOutput *make_texture_buffer(std::string const &name, int x_size, int y_size, Texture *tex = nullptr, bool to_ram = false, FrameBufferProperties *fbp = nullptr)
Creates and returns an offscreen buffer for rendering into, the result of which will be a texture suitable for applying to geometry within the scene rendered into this window.
If you pass zero as the buffer size, the buffer will have the same size as the host window, and will automatically be resized when the host window is.
If tex is not NULL, it is the texture that will be set up for rendering into; otherwise, a new Texture object will be created. In either case, the target texture can be retrieved from the return value with buffer->get_texture() (assuming the return value is not NULL).
If to_ram is true, the buffer will be set up to download its contents to the system RAM memory associated with the Texture object, instead of keeping it strictly within texture memory; this is much slower, but it allows using the texture with any GSG.
This will attempt to be smart about maximizing render performance while minimizing framebuffer waste. It might return a
GraphicsBuffer
set to render directly into a texture, if possible; or it might return aParasiteBuffer
that renders into this window. The return value is NULL if the buffer could not be created for some reason.When you are done using the buffer, you should remove it with a call to
GraphicsEngine::remove_window()
.
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void remove_all_display_regions(void)
Removes all display regions from the window, except the default one that is created with the window.
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bool remove_display_region(DisplayRegion *display_region)
Removes the indicated
DisplayRegion
from the window, and destructs it if there are no other references.Returns true if the
DisplayRegion
is found and removed, false if it was not a part of the window.
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bool save_screenshot(Filename const &filename, std::string const &image_comment = "")
Saves a screenshot of the region to the indicated filename. The image comment is an optional user readable string that will be saved with the header of the image (if the file format supports embedded data; for example jpg allows comments). Returns true on success, false on failure.
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Filename save_screenshot_default(std::string const &prefix = "screenshot")
Saves a screenshot of the region to a default filename, and returns the filename, or empty string if the screenshot failed. The filename is generated by
make_screenshot_filename()
.
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void set_active(bool active)
Sets the active flag associated with the
GraphicsOutput
. If theGraphicsOutput
is marked inactive, nothing is rendered.
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void set_child_sort(int child_sort)
Specifies the sort value of future offscreen buffers created by make_texture_sort().
The purpose of this method is to allow the user to limit the sort value chosen for a buffer created via
make_texture_buffer()
. Normally, this buffer will be assigned a value ofget_sort()
- 1, so that it will be rendered before this window is rendered; but sometimes this isn’t sufficiently early, especially if other buffers also have a view into the same scene.If you specify a value here, then new buffers created via
make_texture_buffer()
will be given that sort value instead ofget_sort()
- 1.
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void set_inverted(bool inverted)
Changes the current setting of the inverted flag. When this is true, the scene is rendered into the window upside-down and backwards, that is, inverted as if viewed through a mirror placed on the floor.
This is primarily intended to support DirectX (and a few buggy OpenGL graphics drivers) that perform a framebuffer-to-texture copy upside-down from the usual OpenGL (and Panda) convention. Panda will automatically set this flag for offscreen buffers on hardware that is known to do this, to compensate when rendering offscreen into a texture.
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void set_one_shot(bool one_shot)
Changes the current setting of the one-shot flag. When this is true, the
GraphicsOutput
will render the current frame and then automatically set itself inactive. This is particularly useful for buffers that are created for the purposes of render-to-texture, for static textures that don’t need to be continually re-rendered once they have been rendered the first time.Setting the buffer inactive is not the same thing as destroying it. You are still responsible for passing this buffer to
GraphicsEngine::remove_window()
when you no longer need the texture, in order to clean up fully. (However, you should not call remove_window() on this buffer while the texture is still needed, because depending on the render-to-texture mechanism in use, this may invalidate the texture contents.)
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void set_overlay_display_region(DisplayRegion *display_region)
Replaces the special “overlay”
DisplayRegion
that is created for each window or buffer. Seeget_overlay_display_region()
. This must be a newDisplayRegion
that has already been created for this window, for instance via a call tomake_mono_display_region()
. You are responsible for ensuring that the newDisplayRegion
covers the entire window. The previous overlay display region is not automatically removed; you must explicitly callremove_display_region()
on it after replacing it with this method, if you wish it to be removed.Normally, there is no reason to change the overlay
DisplayRegion
, so this method should be used only in very unusual circumstances.
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void set_red_blue_stereo(bool red_blue_stereo, unsigned int left_eye_color_mask, unsigned int right_eye_color_mask)
Enables red-blue stereo mode on this particular window. When red-blue stereo mode is in effect,
DisplayRegions
that have the “left” channel set will render in the red (or specified) channel only, whileDisplayRegions
that have the “right” channel set will render in the blue (or specified) channel only.The remaining two parameters specify the particular color channel(s) to associate with each eye. Use the bits defined in
ColorWriteAttrib::Channels
.This can be used to achieve a cheesy stereo mode in the absence of hardware-supported stereo.
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void set_side_by_side_stereo(bool side_by_side_stereo)
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void set_side_by_side_stereo(bool side_by_side_stereo, LVecBase4 const &sbs_left_dimensions, LVecBase4 const &sbs_right_dimensions)
Enables side-by-side stereo mode on this particular window. When side-by- side stereo mode is in effect,
DisplayRegions
that have the “left” channel set will render on the part of the window specified by sbs_left_dimensions (typically the left half: (0, 0.5, 0, 1)), whileDisplayRegions
that have the “right” channel set will render on the part of the window specified by sbs_right_dimensions (typically the right half: (0.5, 1, 0, 1)).This is commonly used in a dual-monitor mode, where a window is opened that spans two monitors, and each monitor represents a different eye.
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virtual void set_sort(int sort)
Adjusts the sorting order of this particular
GraphicsOutput
, relative to otherGraphicsOutputs
.
-
void set_swap_eyes(bool swap_eyes)
Changes the “swap eyes” flag. This flag is normally false. When it is true, the left and right channels of a stereo
DisplayRegion
are sent to the opposite channels in the rendering backend. This is meant to work around hardware that inadvertently swaps the output channels, or hardware for which it cannot be determined which channel is which until runtime.
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void setup_render_texture(Texture *tex, bool allow_bind, bool to_ram)
This is a deprecated interface that made sense back when
GraphicsOutputs
could only render into one texture at a time. From now on, useclear_render_textures
andadd_render_texture
instead.Deprecated: Use
add_render_texture()
instead.
Will attempt to use the depth buffer of the input graphics_output. The buffer sizes must be exactly the same.
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AsyncFuture *trigger_copy(void)
When the
GraphicsOutput
is in triggered copy mode, this function triggers the copy (at the end of the next frame).
Discontinue sharing the depth buffer.
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enum FrameMode