Akusete
04-02-2008, 11:32 PM
In openGL 2.1 certain features became core, such as GL_PIXEL_PACK_BUFFER types for buffers in vram.
How does 'pixel pack buffer' types relate to FBO extensions in openGL 2.0 and is it possible to create and use FBO like objects without using the old EXT functions in openGL 2.1 (i.e. only using core opengl funtions)?
I'm trying to implement 'Render-To-FBO' behaviour for a particle system to feed back information into itself without involving copying back and forward between main memory.
I guess im just confused by many tutorials using similar functions for the same(ish) behaviour which are already a few years old and I cant find a good definitive description of what the current 'best' way to do this.
How does 'pixel pack buffer' types relate to FBO extensions in openGL 2.0 and is it possible to create and use FBO like objects without using the old EXT functions in openGL 2.1 (i.e. only using core opengl funtions)?
I'm trying to implement 'Render-To-FBO' behaviour for a particle system to feed back information into itself without involving copying back and forward between main memory.
I guess im just confused by many tutorials using similar functions for the same(ish) behaviour which are already a few years old and I cant find a good definitive description of what the current 'best' way to do this.