godot/doc/classes/FramebufferCacheRD.xml

<?xml version="1.0" encoding="UTF-8" ?>
<class name="FramebufferCacheRD" inherits="Object" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		Framebuffer cache manager for Rendering Device based renderers.
	</brief_description>
	<description>
		Framebuffer cache manager for Rendering Device based renderers. Provides a way to create a framebuffer and reuse it in subsequent calls for as long as the used textures exists. Framebuffers will automatically be cleaned up when dependent objects are freed.
	</description>
	<tutorials>
	</tutorials>
	<methods>
		<method name="get_cache_multipass" qualifiers="static">
			<return type="RID" />
			<param index="0" name="textures" type="RID[]" />
			<param index="1" name="passes" type="RDFramebufferPass[]" />
			<param index="2" name="views" type="int" />
			<description>
				Creates, or obtains a cached, framebuffer. [param textures] lists textures accessed. [param passes] defines the subpasses and texture allocation, if left empty a single pass is created and textures are allocated depending on their usage flags. [param views] defines the number of views used when rendering.
			</description>
		</method>
	</methods>
</class>