invalidates all frame buffers . this can be used when the opengl context is lost to rebuild all managed frame buffers . this assumes that the texture attached to this buffer has already been rebuild ! use with care . concode_field_sep Map<Application,List<FrameBuffer>> buffers concode_elem_sep Texture colorTexture concode_elem_sep int width concode_elem_sep boolean hasDepth concode_elem_sep Pixmap.Format format concode_elem_sep int depthbufferHandle concode_elem_sep int framebufferHandle concode_elem_sep int height concode_field_sep void addManagedFrameBuffer concode_elem_sep int getHeight concode_elem_sep void build concode_elem_sep void clearAllFrameBuffers concode_elem_sep String getManagedStatus concode_elem_sep void dispose concode_elem_sep void end concode_elem_sep Texture getColorBufferTexture concode_elem_sep int getWidth concode_elem_sep void begin
void function ( Application arg0 ) { if ( Gdx . graphics . getGL20 ( ) == null ) return ; List < FrameBuffer > loc0 = buffers . get ( arg0 ) ; if ( loc0 == null ) return ; for ( int loc1 = 0 ; loc1 < loc0 . size ( ) ; loc1 ++ ) { loc0 . get ( loc1 ) . build ( ) ; } }