# coneneko.rendertarget

interface RenderTarget;
  abstract void draw(SceneGraph a);
class FrameBufferObject: coneneko.texture.Texture, coneneko.rendertarget.RenderTarget;
  this(uint width, uint height, uint index, bool enableDepthBuffer);
  protected void attachFramebuffer(ubyte attachmentIndex = cast(ubyte)0);
  protected void detachFramebuffer();
  protected int internalformat();
    GL_RGBA8
class Renderbuffer;
  fboのdepth
  this(FrameBufferObject owner, uint width, uint height);
class FrameBufferObjectRgba32f: coneneko.rendertarget.FrameBufferObject;
  this(uint width, uint height, uint index, bool enableDepthBuffer);
  protected int internalformat();
    GL_RGBA32F_ARB
  protected uint dataType();
    GL_FLOAT
  Rgba rgba();
    使えなくなる、代わりはfloatPixels
  float[] floatPixels();
    float[4] rgbaで、4倍のサイズ

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