This creates an offscreen framebuffer object using the given
texture
as the primary color buffer. It doesn't just initialize
the contents of the offscreen buffer with the texture;
they are
tightly bound so that drawing to the offscreen buffer effectively
updates the contents of the given texture. You don't need to
destroy the offscreen buffer before you can use the texture
again.
The storage for the framebuffer is actually allocated lazily so this function will never return %NULL to indicate a runtime error. This means it is still possible to configure the framebuffer before it is really allocated.
Simple applications without full error handling can simply rely on Cogl to lazily allocate the storage of framebuffers but you should be aware that if Cogl encounters an error (such as running out of GPU memory) then your application will simply abort with an error message. If you need to be able to catch such exceptions at runtime then you can explicitly allocate your framebuffer when you have finished configuring it by calling cogl_framebuffer_allocate() and passing in a #CoglError argument to catch any exceptions.
Increments the reference count on the offscreen
framebuffer.
A pointer to a #CoglOffscreen framebuffer
Decreases the reference count for the offscreen
buffer and frees it when
the count reaches 0.
A pointer to a #CoglOffscreen framebuffer
This creates an offscreen buffer object using the given
texture
as the primary color buffer. It doesn't just initialize the contents of the offscreen buffer with thetexture;
they are tightly bound so that drawing to the offscreen buffer effectivly updates the contents of the given texture. You don't need to destroy the offscreen buffer before you can use thetexture
again.