Part of the Khronos Group

OpenGL API-based Code - Detail Listing

OpenGL Frame Buffer Object Tutorials

Rob Jones

http://www.gamedev.net/reference/programming/features/fbo2/

The Frame Buffer Object (FBO) extension was introduced to make Render to Texture objects much more efficient and much easier to perform when compared with the copying or pbuffer alternatives. This second article in a series (see FBO 101), shows how you can use a single FBO to cycle through a number of textures to render to and finish off with using the OpenGL Shading Language to render to multiple textures at the same time via the Draw Buffers extension.

To post comments you must be a registered user.
Login | Register

Next entry: OpenGL Tutorials For Game Programmer

Previous entry: Tutorial on implementing Marching Cubes algorithm using OpenGL API Geometry Shaders extension

This page has been viewed 239288 times •

Column Header
Column Footer