Sophie

Sophie

distrib > Mandriva > 2010.0 > i586 > media > contrib-release > by-pkgid > a6711891ce757817bba854bf3f25205a > files > 2033

qtjambi-doc-4.3.3-3mdv2008.1.i586.rpm

<class name="QGLFramebufferObject" doc="/**
&lt;p&gt;The &lt;a href=&quot;QGLFramebufferObject.html#QGLFramebufferObject(int, int, int)&quot;&gt;&lt;tt&gt;QGLFramebufferObject&lt;/tt&gt;&lt;/a&gt; class encapsulates an OpenGL framebuffer object.&lt;/p&gt;
&lt;p&gt;The &lt;a href=&quot;QGLFramebufferObject.html#QGLFramebufferObject(int, int, int)&quot;&gt;&lt;tt&gt;QGLFramebufferObject&lt;/tt&gt;&lt;/a&gt; class encapsulates an OpenGL framebuffer object, defined by the &lt;tt&gt;GL_EXT_framebuffer_object&lt;/tt&gt; extension. In addition it provides a rendering surface that can be painted on with a &lt;a href=&quot;%2E%2E/gui/QPainter.html&quot;&gt;&lt;tt&gt;QPainter&lt;/tt&gt;&lt;/a&gt;, rendered to using native GL calls, or both. This surface can be bound and used as a regular texture in your own GL drawing code. By default, the &lt;a href=&quot;QGLFramebufferObject.html#QGLFramebufferObject(int, int, int)&quot;&gt;&lt;tt&gt;QGLFramebufferObject&lt;/tt&gt;&lt;/a&gt; class generates a 2D GL texture (using the &lt;tt&gt;GL_TEXTURE_2D&lt;/tt&gt; target), which is used as the internal rendering target.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;It is important to have a current GL context when creating a &lt;a href=&quot;QGLFramebufferObject.html#QGLFramebufferObject(int, int, int)&quot;&gt;&lt;tt&gt;QGLFramebufferObject&lt;/tt&gt;&lt;/a&gt;, otherwise initialization will fail.&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;OpenGL framebuffer objects and pbuffers (see &lt;a href=&quot;QGLPixelBuffer.html&quot;&gt;QGLPixelBuffer&lt;/a&gt;) can both be used to render to offscreen surfaces, but there are a number of advantages with using framebuffer objects instead of pbuffers:&lt;/p&gt;
&lt;ol type=&quot;1&quot;&gt;
&lt;li&gt;A framebuffer object does not require a separate rendering context, so no context switching will occur when switching rendering targets. There is an overhead involved in switching targets, but in general it is cheaper than a context switch to a pbuffer.&lt;/li&gt;
&lt;li&gt;Rendering to dynamic textures (i.e&amp;#x2e; render-to-texture functionality) works on all platforms. No need to do explicit copy calls from a render buffer into a texture, as was necessary on systems that did not support the &lt;tt&gt;render_texture&lt;/tt&gt; extension.&lt;/li&gt;
&lt;li&gt;It is possible to attach several rendering buffers (or texture objects) to the same framebuffer object, and render to all of them without doing a context switch.&lt;/li&gt;
&lt;li&gt;The OpenGL framebuffer extension is a pure GL extension with no system dependant WGL, AGL or GLX parts. This makes using framebuffer objects more portable.&lt;/li&gt;
&lt;/ol&gt;
&lt;p&gt;Note that &lt;a href=&quot;%2E%2E/gui/QPainter.html&quot;&gt;&lt;tt&gt;QPainter&lt;/tt&gt;&lt;/a&gt; antialiasing of drawing primitives will not work when using a &lt;a href=&quot;QGLFramebufferObject.html#QGLFramebufferObject(int, int, int)&quot;&gt;&lt;tt&gt;QGLFramebufferObject&lt;/tt&gt;&lt;/a&gt; as a paintdevice. This is because sample buffers, which are needed for antialiasing, are not yet supported in application-defined framebuffer objects. However, an extension to solve this has already been approved by the OpenGL ARB (&lt;tt&gt;GL_EXT_framebuffer_multisample&lt;/tt&gt;), and will most likely be available in the near future.&lt;/p&gt;

@see Framebuffer Object Example&lt;/tt&gt; */">
    <method name="public QGLFramebufferObject(com.trolltech.qt.core.QSize size, int target)" doc="/**
&lt;p&gt;Constructs an OpenGL framebuffer object and binds a 2D GL texture to the buffer of the size &lt;tt&gt;size&lt;/tt&gt;. The texture is bound to the &lt;tt&gt;GL_COLOR_ATTACHMENT0&lt;/tt&gt; target in the framebuffer object.&lt;/p&gt;
&lt;p&gt;The &lt;tt&gt;target&lt;/tt&gt; parameter is used to specify the GL texture target. The default target is &lt;tt&gt;GL_TEXTURE_2D&lt;/tt&gt;. Keep in mind that &lt;tt&gt;GL_TEXTURE_2D&lt;/tt&gt; textures must have a power of 2 width and height (e.g&amp;#x2e; 256x512), unless you are using OpenGL 2.0 or higher.&lt;/p&gt;
&lt;p&gt;By default, no depth and stencil buffers are attached. This behavior can be toggled using one of the overloaded constructors.&lt;/p&gt;
&lt;p&gt;The default internal texture format is &lt;tt&gt;GL_RGBA8&lt;/tt&gt;.&lt;/p&gt;
&lt;p&gt;It is important that you have a current GL context set when creating the &lt;a href=&quot;QGLFramebufferObject.html#QGLFramebufferObject(int, int, int)&quot;&gt;&lt;tt&gt;QGLFramebufferObject&lt;/tt&gt;&lt;/a&gt;, otherwise the initialization will fail.&lt;/p&gt;

@see &lt;a href=&quot;QGLFramebufferObject.html#size()&quot;&gt;&lt;tt&gt;size&lt;/tt&gt;&lt;/a&gt;
@see &lt;a href=&quot;QGLFramebufferObject.html#texture()&quot;&gt;&lt;tt&gt;texture&lt;/tt&gt;&lt;/a&gt;
@see &lt;a href=&quot;QGLFramebufferObject.html#attachment()&quot;&gt;&lt;tt&gt;attachment&lt;/tt&gt;&lt;/a&gt; */"/>
    <method name="public QGLFramebufferObject(com.trolltech.qt.core.QSize size)" doc="/**
&lt;p&gt;Equivalent to &lt;a href=&quot;QGLFramebufferObject.html#QGLFramebufferObject(int, int, int)&quot;&gt;&lt;tt&gt;QGLFramebufferObject&lt;/tt&gt;&lt;/a&gt;(&lt;tt&gt;size&lt;/tt&gt;, GL_TEXTURE_2D). */"/>
    <method name="public QGLFramebufferObject(com.trolltech.qt.core.QSize size, com.trolltech.qt.opengl.QGLFramebufferObject.Attachment attachment, int target, int internal_format)" doc="/**
&lt;p&gt;Constructs an OpenGL framebuffer object and binds a texture to the buffer of the given &lt;tt&gt;size&lt;/tt&gt;.&lt;/p&gt;
&lt;p&gt;The &lt;tt&gt;attachment&lt;/tt&gt; parameter describes the depth/stencil buffer configuration, &lt;tt&gt;target&lt;/tt&gt; the texture target and &lt;tt&gt;internal_format&lt;/tt&gt; the internal texture format. The default texture target is &lt;tt&gt;GL_TEXTURE_2D&lt;/tt&gt;, while the default internal format is &lt;tt&gt;GL_RGBA8&lt;/tt&gt;.&lt;/p&gt;

@see &lt;a href=&quot;QGLFramebufferObject.html#size()&quot;&gt;&lt;tt&gt;size&lt;/tt&gt;&lt;/a&gt;
@see &lt;a href=&quot;QGLFramebufferObject.html#texture()&quot;&gt;&lt;tt&gt;texture&lt;/tt&gt;&lt;/a&gt;
@see &lt;a href=&quot;QGLFramebufferObject.html#attachment()&quot;&gt;&lt;tt&gt;attachment&lt;/tt&gt;&lt;/a&gt; */"/>
    <method name="public QGLFramebufferObject(com.trolltech.qt.core.QSize size, com.trolltech.qt.opengl.QGLFramebufferObject.Attachment attachment, int target)" doc="/**
&lt;p&gt;Equivalent to &lt;a href=&quot;QGLFramebufferObject.html#QGLFramebufferObject(int, int, int)&quot;&gt;&lt;tt&gt;QGLFramebufferObject&lt;/tt&gt;&lt;/a&gt;(&lt;tt&gt;size&lt;/tt&gt;, &lt;tt&gt;attachment&lt;/tt&gt;, &lt;tt&gt;target&lt;/tt&gt;, GL_RGBA8). */"/>
    <method name="public QGLFramebufferObject(com.trolltech.qt.core.QSize size, com.trolltech.qt.opengl.QGLFramebufferObject.Attachment attachment)" doc="/**
&lt;p&gt;Equivalent to &lt;a href=&quot;QGLFramebufferObject.html#QGLFramebufferObject(int, int, int)&quot;&gt;&lt;tt&gt;QGLFramebufferObject&lt;/tt&gt;&lt;/a&gt;(&lt;tt&gt;size&lt;/tt&gt;, &lt;tt&gt;attachment&lt;/tt&gt;, GL_TEXTURE_2D, GL_RGBA8). */"/>
    <method name="public QGLFramebufferObject(int width, int height, com.trolltech.qt.opengl.QGLFramebufferObject.Attachment attachment, int target, int internal_format)" doc="/**
&lt;p&gt;Constructs an OpenGL framebuffer object and binds a texture to the buffer of the given &lt;tt&gt;width&lt;/tt&gt; and &lt;tt&gt;height&lt;/tt&gt;.&lt;/p&gt;
&lt;p&gt;The &lt;tt&gt;attachment&lt;/tt&gt; parameter describes the depth/stencil buffer configuration, &lt;tt&gt;target&lt;/tt&gt; the texture target and &lt;tt&gt;internal_format&lt;/tt&gt; the internal texture format. The default texture target is &lt;tt&gt;GL_TEXTURE_2D&lt;/tt&gt;, while the default internal format is &lt;tt&gt;GL_RGBA8&lt;/tt&gt;.&lt;/p&gt;

@see &lt;a href=&quot;QGLFramebufferObject.html#size()&quot;&gt;&lt;tt&gt;size&lt;/tt&gt;&lt;/a&gt;
@see &lt;a href=&quot;QGLFramebufferObject.html#texture()&quot;&gt;&lt;tt&gt;texture&lt;/tt&gt;&lt;/a&gt;
@see &lt;a href=&quot;QGLFramebufferObject.html#attachment()&quot;&gt;&lt;tt&gt;attachment&lt;/tt&gt;&lt;/a&gt; */"/>
    <method name="public QGLFramebufferObject(int width, int height, com.trolltech.qt.opengl.QGLFramebufferObject.Attachment attachment, int target)" doc="/**
&lt;p&gt;Equivalent to &lt;a href=&quot;QGLFramebufferObject.html#QGLFramebufferObject(int, int, int)&quot;&gt;&lt;tt&gt;QGLFramebufferObject&lt;/tt&gt;&lt;/a&gt;(&lt;tt&gt;width&lt;/tt&gt;, &lt;tt&gt;height&lt;/tt&gt;, &lt;tt&gt;attachment&lt;/tt&gt;, &lt;tt&gt;target&lt;/tt&gt;, GL_RGBA8). */"/>
    <method name="public QGLFramebufferObject(int width, int height, com.trolltech.qt.opengl.QGLFramebufferObject.Attachment attachment)" doc="/**
&lt;p&gt;Equivalent to &lt;a href=&quot;QGLFramebufferObject.html#QGLFramebufferObject(int, int, int)&quot;&gt;&lt;tt&gt;QGLFramebufferObject&lt;/tt&gt;&lt;/a&gt;(&lt;tt&gt;width&lt;/tt&gt;, &lt;tt&gt;height&lt;/tt&gt;, &lt;tt&gt;attachment&lt;/tt&gt;, GL_TEXTURE_2D, GL_RGBA8). */"/>
    <method name="public QGLFramebufferObject(int width, int height, int target)" doc="/**
&lt;p&gt;Constructs an OpenGL framebuffer object and binds a 2D GL texture to the buffer of the given &lt;tt&gt;width&lt;/tt&gt; and &lt;tt&gt;height&lt;/tt&gt;.&lt;/p&gt;

@see &lt;a href=&quot;QGLFramebufferObject.html#size()&quot;&gt;&lt;tt&gt;size&lt;/tt&gt;&lt;/a&gt;
@see &lt;a href=&quot;QGLFramebufferObject.html#texture()&quot;&gt;&lt;tt&gt;texture&lt;/tt&gt;&lt;/a&gt; */"/>
    <method name="public QGLFramebufferObject(int width, int height)" doc="/**
&lt;p&gt;Equivalent to &lt;a href=&quot;QGLFramebufferObject.html#QGLFramebufferObject(int, int, int)&quot;&gt;&lt;tt&gt;QGLFramebufferObject&lt;/tt&gt;&lt;/a&gt;(&lt;tt&gt;width&lt;/tt&gt;, &lt;tt&gt;height&lt;/tt&gt;, GL_TEXTURE_2D). */"/>
    <method name="public final com.trolltech.qt.opengl.QGLFramebufferObject.Attachment attachment()" doc="/**
&lt;p&gt;Returns the status of the depth and stencil buffers attached to this framebuffer object.&lt;/p&gt;
 */"/>
    <method name="public final boolean bind()" doc="/**
&lt;p&gt;Switches rendering from the default, windowing system provided framebuffer to this framebuffer object. Returns true upon success, false otherwise.&lt;/p&gt;
 */"/>
    <method name="public final int depth()" doc="/**
&lt;p&gt;Returns the bit depth (number of bit planes) of the paint device.&lt;/p&gt;
 */"/>
    <method name="public final int handle()" doc="/**
&lt;p&gt;Returns the GL framebuffer object handle for this framebuffer object (returned by the &lt;tt&gt;glGenFrameBuffersEXT()&lt;/tt&gt; function). This handle can be used to attach new images or buffers to the framebuffer. The user is responsible for cleaning up and destroying these objects.&lt;/p&gt;
 */"/>
    <method name="public final int height()" doc="/**
&lt;p&gt;Returns the height of the paint device in default coordinate system units (e.g&amp;#x2e; pixels for &lt;a href=&quot;%2E%2E/gui/QPixmap.html&quot;&gt;&lt;tt&gt;QPixmap&lt;/tt&gt;&lt;/a&gt; and &lt;a href=&quot;%2E%2E/gui/QWidget.html&quot;&gt;&lt;tt&gt;QWidget&lt;/tt&gt;&lt;/a&gt;).&lt;/p&gt;

@see &lt;a href=&quot;QGLFramebufferObject.html#heightMM()&quot;&gt;&lt;tt&gt;heightMM&lt;/tt&gt;&lt;/a&gt; */"/>
    <method name="public final int heightMM()" doc="/**
&lt;p&gt;Returns the height of the paint device in millimeters.&lt;/p&gt;

@see &lt;a href=&quot;QGLFramebufferObject.html#height()&quot;&gt;&lt;tt&gt;height&lt;/tt&gt;&lt;/a&gt; */"/>
    <method name="public final boolean isValid()" doc="/**
&lt;p&gt;Returns true if the framebuffer object is valid.&lt;/p&gt;
&lt;p&gt;The framebuffer can become invalid if the initialization process fails, the user attaches an invalid buffer to the framebuffer object, or a non-power of 2 width/height is specified as the texture size if the texture target is &lt;tt&gt;GL_TEXTURE_2D&lt;/tt&gt;.&lt;/p&gt;
 */"/>
    <method name="public final int logicalDpiX()" doc="/**
&lt;p&gt;Returns the horizontal resolution of the device in dots per inch, which is used when computing font sizes. For X11, this is usually the same as could be computed from &lt;a href=&quot;QGLFramebufferObject.html#widthMM()&quot;&gt;&lt;tt&gt;widthMM&lt;/tt&gt;&lt;/a&gt;, but it varies on Windows.&lt;/p&gt;
&lt;p&gt;Note that if the &lt;a href=&quot;QGLFramebufferObject.html#logicalDpiX()&quot;&gt;&lt;tt&gt;logicalDpiX&lt;/tt&gt;&lt;/a&gt; doesn't equal the &lt;a href=&quot;QGLFramebufferObject.html#physicalDpiX()&quot;&gt;&lt;tt&gt;physicalDpiX&lt;/tt&gt;&lt;/a&gt;, the corresponding &lt;a href=&quot;%2E%2E/gui/QPaintEngine.html&quot;&gt;&lt;tt&gt;QPaintEngine&lt;/tt&gt;&lt;/a&gt; must handle the resolution mapping.&lt;/p&gt;

@see &lt;a href=&quot;QGLFramebufferObject.html#logicalDpiY()&quot;&gt;&lt;tt&gt;logicalDpiY&lt;/tt&gt;&lt;/a&gt;
@see &lt;a href=&quot;QGLFramebufferObject.html#physicalDpiX()&quot;&gt;&lt;tt&gt;physicalDpiX&lt;/tt&gt;&lt;/a&gt; */"/>
    <method name="public final int logicalDpiY()" doc="/**
&lt;p&gt;Returns the vertical resolution of the device in dots per inch, which is used when computing font sizes. For X11, this is usually the same as could be computed from &lt;a href=&quot;QGLFramebufferObject.html#heightMM()&quot;&gt;&lt;tt&gt;heightMM&lt;/tt&gt;&lt;/a&gt;, but it varies on Windows.&lt;/p&gt;
&lt;p&gt;Note that if the &lt;a href=&quot;QGLFramebufferObject.html#logicalDpiY()&quot;&gt;&lt;tt&gt;logicalDpiY&lt;/tt&gt;&lt;/a&gt; doesn't equal the &lt;a href=&quot;QGLFramebufferObject.html#physicalDpiY()&quot;&gt;&lt;tt&gt;physicalDpiY&lt;/tt&gt;&lt;/a&gt;, the corresponding &lt;a href=&quot;%2E%2E/gui/QPaintEngine.html&quot;&gt;&lt;tt&gt;QPaintEngine&lt;/tt&gt;&lt;/a&gt; must handle the resolution mapping.&lt;/p&gt;

@see &lt;a href=&quot;QGLFramebufferObject.html#logicalDpiX()&quot;&gt;&lt;tt&gt;logicalDpiX&lt;/tt&gt;&lt;/a&gt;
@see &lt;a href=&quot;QGLFramebufferObject.html#physicalDpiY()&quot;&gt;&lt;tt&gt;physicalDpiY&lt;/tt&gt;&lt;/a&gt; */"/>
    <method name="public final int numColors()" doc="/**
&lt;p&gt;Returns the number of different colors available for the paint device. Since this value is an int, it will not be sufficient to represent the number of colors on 32 bit displays, in this case INT_MAX is returned instead.&lt;/p&gt;
 */"/>
    <method name="public final boolean paintingActive()" doc="/**
&lt;p&gt;Returns true if the device is currently being painted on, i.e&amp;#x2e; someone has called QPainter::begin() but not yet called QPainter::end() for this device; otherwise returns false.&lt;/p&gt;

@see &lt;tt&gt;QPainter::isActive&lt;/tt&gt; */"/>
    <method name="public final int physicalDpiX()" doc="/**
&lt;p&gt;Returns the horizontal resolution of the device in dots per inch.&lt;/p&gt;
&lt;p&gt;Note that if the &lt;a href=&quot;QGLFramebufferObject.html#physicalDpiX()&quot;&gt;&lt;tt&gt;physicalDpiX&lt;/tt&gt;&lt;/a&gt; doesn't equal the &lt;a href=&quot;QGLFramebufferObject.html#logicalDpiX()&quot;&gt;&lt;tt&gt;logicalDpiX&lt;/tt&gt;&lt;/a&gt;, the corresponding &lt;a href=&quot;%2E%2E/gui/QPaintEngine.html&quot;&gt;&lt;tt&gt;QPaintEngine&lt;/tt&gt;&lt;/a&gt; must handle the resolution mapping.&lt;/p&gt;

@see &lt;a href=&quot;QGLFramebufferObject.html#physicalDpiY()&quot;&gt;&lt;tt&gt;physicalDpiY&lt;/tt&gt;&lt;/a&gt;
@see &lt;a href=&quot;QGLFramebufferObject.html#logicalDpiX()&quot;&gt;&lt;tt&gt;logicalDpiX&lt;/tt&gt;&lt;/a&gt; */"/>
    <method name="public final int physicalDpiY()" doc="/**
&lt;p&gt;Returns the horizontal resolution of the device in dots per inch.&lt;/p&gt;
&lt;p&gt;Note that if the &lt;a href=&quot;QGLFramebufferObject.html#physicalDpiY()&quot;&gt;&lt;tt&gt;physicalDpiY&lt;/tt&gt;&lt;/a&gt; doesn't equal the &lt;a href=&quot;QGLFramebufferObject.html#logicalDpiY()&quot;&gt;&lt;tt&gt;logicalDpiY&lt;/tt&gt;&lt;/a&gt;, the corresponding &lt;a href=&quot;%2E%2E/gui/QPaintEngine.html&quot;&gt;&lt;tt&gt;QPaintEngine&lt;/tt&gt;&lt;/a&gt; must handle the resolution mapping.&lt;/p&gt;

@see &lt;a href=&quot;QGLFramebufferObject.html#physicalDpiX()&quot;&gt;&lt;tt&gt;physicalDpiX&lt;/tt&gt;&lt;/a&gt;
@see &lt;a href=&quot;QGLFramebufferObject.html#logicalDpiY()&quot;&gt;&lt;tt&gt;logicalDpiY&lt;/tt&gt;&lt;/a&gt; */"/>
    <method name="public final boolean release()" doc="/**
&lt;p&gt;Switches rendering back to the default, windowing system provided framebuffer. Returns true upon success, false otherwise.&lt;/p&gt;
 */"/>
    <method name="public final com.trolltech.qt.core.QSize size()" doc="/**
&lt;p&gt;Returns the size of the texture attached to this framebuffer object.&lt;/p&gt;
 */"/>
    <method name="public final int texture()" doc="/**
&lt;p&gt;Returns the texture id for the texture attached as the default rendering target in this framebuffer object. This texture id can be bound as a normal texture in your own GL code.&lt;/p&gt;
 */"/>
    <method name="public final com.trolltech.qt.gui.QImage toImage()" doc="/**
&lt;p&gt;Returns the contents of this framebuffer object as a &lt;a href=&quot;%2E%2E/gui/QImage.html&quot;&gt;&lt;tt&gt;QImage&lt;/tt&gt;&lt;/a&gt;.&lt;/p&gt;
 */"/>
    <method name="public final int width()" doc="/**
&lt;p&gt;Returns the width of the paint device in default coordinate system units (e.g&amp;#x2e; pixels for &lt;a href=&quot;%2E%2E/gui/QPixmap.html&quot;&gt;&lt;tt&gt;QPixmap&lt;/tt&gt;&lt;/a&gt; and &lt;a href=&quot;%2E%2E/gui/QWidget.html&quot;&gt;&lt;tt&gt;QWidget&lt;/tt&gt;&lt;/a&gt;).&lt;/p&gt;

@see &lt;a href=&quot;QGLFramebufferObject.html#widthMM()&quot;&gt;&lt;tt&gt;widthMM&lt;/tt&gt;&lt;/a&gt; */"/>
    <method name="public final int widthMM()" doc="/**
&lt;p&gt;Returns the width of the paint device in millimeters.&lt;/p&gt;

@see &lt;a href=&quot;QGLFramebufferObject.html#width()&quot;&gt;&lt;tt&gt;width&lt;/tt&gt;&lt;/a&gt; */"/>
    <method name="public int devType()" doc="/**
&lt;p&gt;This function is reimplemented for internal reasons.&lt;/p&gt;
 */"/>
    <method name="public int metric(com.trolltech.qt.gui.QPaintDevice.PaintDeviceMetric metric)" doc="/**
&lt;p&gt;Returns the metric information for the given paint device &lt;tt&gt;metric&lt;/tt&gt;.&lt;/p&gt;

@see &lt;tt&gt;PaintDeviceMetric&lt;/tt&gt; */"/>
    <method name="public com.trolltech.qt.gui.QPaintEngine paintEngine()" doc="/**
&lt;p&gt;This function is reimplemented for internal reasons.&lt;/p&gt;
 */"/>
    <method name="public native static boolean hasOpenGLFramebufferObjects()" doc="/**
&lt;p&gt;Returns true if the OpenGL &lt;tt&gt;GL_EXT_framebuffer_object&lt;/tt&gt; extension is present on this system; otherwise returns false.&lt;/p&gt;
 */"/>
    <enum name="Attachment" doc="/**
&lt;p&gt;This enum type is used to configure the depth and stencil buffers attached to the framebuffer object when it is created.&lt;/p&gt;

@see &lt;a href=&quot;QGLFramebufferObject.html#attachment()&quot;&gt;&lt;tt&gt;attachment&lt;/tt&gt;&lt;/a&gt; */">
        <enum-value name="NoAttachment" doc="/**
&lt;p&gt;No attachment is added to the framebuffer object. Note that the OpenGL depth and stencil tests won't work when rendering to a framebuffer object without any depth or stencil buffers. This is the default value.&lt;/p&gt;
 */"/>
        <enum-value name="CombinedDepthStencil" doc="/**
&lt;p&gt;If the &lt;tt&gt;GL_EXT_packed_depth_stencil&lt;/tt&gt; extension is present, a combined depth and stencil buffer is attached. If the extension is not present, only a depth buffer is attached.&lt;/p&gt;
 */"/>
        <enum-value name="Depth" doc="/**
&lt;p&gt;A depth buffer is attached to the framebuffer object.&lt;/p&gt;
 */"/>
</enum>
</class>