FRONT_AND_BACK = GL_FRONT_AND_BACK
};
+class framebuffer_incomplete: public std::runtime_error
+{
+public:
+ framebuffer_incomplete(FramebufferStatus);
+ virtual ~framebuffer_incomplete() throw() { }
+};
+
/**
Framebuffer objects can be used to perform offscreen rendering. The most
common application is rendering to a texture, which can then be used for
or one of the error status codes otherwise. */
FramebufferStatus check_status() const;
+ /** Ensures that the framebuffer is complete, throwing an exception if it
+ isn't. */
+ void require_complete() const;
+
void clear(BufferBits);
/** Blits a region from another framebuffer into this one. If the source