Hi,
I have few questions:
1. How gl_FragColor() output to frame buffer?
Eg: gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
How will the frame buffer output looks like if I use this command.
2. Can I set every pixels on the frame buffer to 1 or 0 in GLubyte using gl_FragColor or other functions?
3. I already disable all the modes such as:
/*Disable modes*/
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
So, if I just want to output the color value onto the frame buffer without using the texture value, is it possible if using gl_FragColor()? What I means here is actually set the pixels on the frame buffer myself without calculation using the texture data.
Because the texture data is just to be used for comparison and decide which color to output to the frame buffer in my case.
4. The format of the texture will directly/indirectly affect the format of the frame buffer? For example, I use GL_LUMINANCE for my texture. So, the frame buffer will be in GL_LUMINANCE also? Or I can change the format of the frame buffer as well?
Sorry if I am asking weird questions again. But those questions are very important for me to understand more to complete my project. Thanks for you reply.



