Sometimes you are in the need to read back the OpenGL backbuffer, or other framebuffers. In my case the question was how to read back a downsampled framebuffer resp. its texture to system memory. There are different methods for this and I wrote a small benchmark to test them on various systems. UPDATE #1: AContinue reading “Reading the OpenGL backbuffer to system memory”
Tag Archives: fbo
Using FrameBufferObjects in shaders
Using FrameBufferObjects in shaders would go something like this: Set up your FBO (see here). Render scene while writing values to gl_FragColor and gl_FragDepth (in our case). You could also have more draw buffers, then you could also write to gl_FragData[0-9]. Keep in mind, that values will be clamped to [0,1] unless you use glClampColorContinue reading “Using FrameBufferObjects in shaders”
FrameBufferObjects in OpenGL
FrameBufferObjects are basically off-screen frame buffers, similar to the regular frame buffer you are normally rendering to. Using FBOs in OpenGL you can do some nice stuff like post-processing or rendering to a texture. There’s a difference between: FrameBufferObjects: FBOs can be bound to / used as a texture, but performance may be lower. RenderbufferObjects:Continue reading “FrameBufferObjects in OpenGL”