FBO attachments with different shaders
I have to develop a visualization toolkit and know I search the best way to implement.
My idea is to take a FBO and render all the needed scenes (the main scene, depth map, normal map, color picking, ...) and store them in the different color attachments. Than I want to work with the different attachments.
My first question: Is this a good approach for such a project?
I want to use shader for lighting, depth map, color picking etc.
Is it possible and efficient to render the scene once with one glDrawElements or glDrawArray and create the different scene/maps with different shader? I ask because I'm relative new in shader technique and I don't want to waste time trying to implement an impossible technique.
My last to question:
Has anyone examples for render different texture/color attachments with multiple shader?
And is it possible to copy a color attachment into the frontbuffer to display the scene in the window? Or do I have to a quad in the viewport an map the color attachment as texture?
Thanks for the help.