- Forked from Godot Engine 4.7-dev (MIT License) - Rebranded to AeThex Engine with cyan/purple theme - Added AI-powered development assistant module - Integrated Claude API for code completion & error fixing - Custom hexagon logo and branding - Multi-platform CI/CD (Windows, Linux, macOS) - Built Linux editor binary (151MB) - Complete source code with all customizations Tech Stack: - C++ game engine core - AI Module: Claude 3.5 Sonnet integration - Build: SCons, 14K+ source files - License: MIT (Godot) + Custom (AeThex features) Ready for Windows build via GitHub Actions!
22 lines
1.2 KiB
XML
22 lines
1.2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="FramebufferCacheRD" inherits="Object" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Framebuffer cache manager for Rendering Device based renderers.
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</brief_description>
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<description>
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Framebuffer cache manager for [RenderingDevice]-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.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="get_cache_multipass" qualifiers="static">
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<return type="RID" />
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<param index="0" name="textures" type="RID[]" />
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<param index="1" name="passes" type="RDFramebufferPass[]" />
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<param index="2" name="views" type="int" />
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<description>
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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.
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</description>
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</method>
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</methods>
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</class>
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