The '''frame buffer object''' architecture (FBO) is an extension to [[OpenGL]] for doing ''flexible off-screen rendering'', including rendering ''to a texture''. By capturing images that would normally be drawn to the screen, it can be used to implement a large variety of image filters,
and ''post processing effects''. The FBO is analogous to the '''render targets model''' in [[DirectX]]. It is now the main choiceused in OpenGL because offor its ''superior efficiency, and ease of use''. It has largely superseded the [[pbuffer]] and other methods involving OpenGL context switching. The use of FBO's doesn't requiresuffer from the overhead associated awith context switchswitching, and doesn'thas sufferlargely fromsuperseded the associated[[pbuffer]] overheadand other methods involving context switches.
==Uses==
The FBO has two main uses: The post-processing of rendered images and,Compositioncomposition between different scenes.
Some examples are:
1. The rendered image is captured and subjected to [[Pixel Shaders]] or other computer manipulationmanipulations. This allows for
many of todays ''popular computer graphics effects'' to be carried out, including the addition of a blurring or bloom