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<?xml version="1.0" encoding="UTF-8" ?>
<class name= "RDFramebufferPass" inherits= "RefCounted" version= "4.0" >
<brief_description >
Framebuffer pass attachment description.
</brief_description>
<description >
This class contains the list of attachment descriptions for a framebuffer pass. Each points with an index to a previously supplied list of texture attachments.
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Multipass framebuffers can optimize some configurations in mobile, on desktop they provide little to no advantage.
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</description>
<tutorials >
</tutorials>
<members >
<member name= "color_attachments" type= "PackedInt32Array" setter= "set_color_attachments" getter= "get_color_attachments" default= "PackedInt32Array()" >
Color attachments in order starting from 0. If this attachment is not used by the shader, pass ATTACHMENT_UNUSED to skip.
</member>
<member name= "depth_attachment" type= "int" setter= "set_depth_attachment" getter= "get_depth_attachment" default= "-1" >
Depth attachment. ATTACHMENT_UNUSED should be used if no depth buffer is required for this pass.
</member>
<member name= "input_attachments" type= "PackedInt32Array" setter= "set_input_attachments" getter= "get_input_attachments" default= "PackedInt32Array()" >
Used for multipass framebuffers (more than one render pass). Converts an attachment to an input. Make sure to also supply it properly in the [RDUniform] for the uniform set.
</member>
<member name= "preserve_attachments" type= "PackedInt32Array" setter= "set_preserve_attachments" getter= "get_preserve_attachments" default= "PackedInt32Array()" >
Attachments to preserve in this pass (otherwise they are erased).
</member>
<member name= "resolve_attachments" type= "PackedInt32Array" setter= "set_resolve_attachments" getter= "get_resolve_attachments" default= "PackedInt32Array()" >
If the color attachments are multisampled, non-multisampled resolve attachments can be provided.
</member>
</members>
<constants >
<constant name= "ATTACHMENT_UNUSED" value= "-1" >
</constant>
</constants>
</class>