Method GL.GLSLUtils.RenderBuffer()->use()


Method use

void use()

Description

Set the viewport to the size of the texture, and set this buffer as the currently active destination framebuffer.

disable() must be called (exactly once) once you are done drawing into this buffer, or OpenGL will run out of attribute stack space eventually since the current viewport is pused to it.

draw will do the use() / disable() handling for you.