![]() This allows implementing of double buffer algorithms, where the next scene is drawn while the previous scene is exhibited.Ī renderbuffer can also be used to store depth and stencil information that is used just for a single draw procedure. It can be attached to a framebuffer as the destination of pixels being drawn, then quickly copied to the viewport or another framebuffer. ![]() It's optimized for pixel transfer operations. The renderbuffer is just like a texture, but stores pixels using an internal format. Textures can be attached to a shader program and used as samplers. This allows, for instance, multi-pass drawing or drawing a scene inside another scene. Each pixel in a texture typically contains color components and an alpha value (a pixel in the texture can be translated from and into an RGBA quad with 4 floats).Īfter drawing to the framebuffer that contains a texture attached, it's possible to read pixels from the texture to use in another draw operation. This is an actual buffer and can be attached to a framebuffer as the destination of pixels being drawn. Each field (each attachment in OpenGL terms) can be a pointer to a render buffer, texture, depth buffer, etc. Understand the framebuffer as a C struct with many fields. ![]() It's a small object that holds one or more attachments, which are themselves the actual buffers. It's an abstraction for an object that defines parameters for a draw operation. ![]()
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