So for a specific context, can we use more than one FBOs? If so, does OpenGL automatically draw in to all the FBOs in one single draw call for us, or do we have to do every drawcall for every FBOs?. If render targets are to be drawn, textures are to be read, then why do we need to define textures as render targets (there are writable textures I think). So a texture can actually be a render targets? I kind of lost on what's the difference between render targets and textures.So basically every texture that is to be drawn have to be attached to a certain render target. FBO can only write to the 8 color attachments and 1 depth&stencil attachments (is it ok to mix the terms attachments and targets?), which means we cannot define other textures for writing.So I tried to figure out how does OpenGL really work. Today I realized that an FBO can only write to the 8 render targets, as well as 1 depth and stencil targets. So previously I simply attached 0-7 textures to the render targets of a FBO, and created several other textures to write into. I'm writing a program which needs to store information in more than 8 textures. I'm very confused about the concept of render targets.
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