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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 choice in OpenGL because of
==Uses==
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* It is easier to setup than most other methods.
* Does not require context switching.
* Is more efficient
* Is more flexible because all of depth buffer, stencil buffer, accumulation buffer, etc. can be acquired.
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attach these to a chosen receiver; either a [[texture]], or a [[render buffer]].
* create an FBO
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