{\rtf1\ansi\ansicpg1253\deff0\deflang1032\deflangfe1032{\fonttbl{\f0\fswiss\fprq2\fcharset0 Arial;}{\f1\fswiss\fcharset0 Arial;}{\f2\fswiss\fcharset161{\*\fname Arial;}Arial Greek;}} {\*\generator Msftedit 5.41.21.2509;}\viewkind4\uc1\pard\qc\lang1033\b\f0\fs32 Framebuffer Objects\par \b0\f1\fs20\par \lang1032\f2\par \pard\lang1033\b\f1\fs24 Overview\par \par \b0\fs22 This sample demonstrates Framebuffer objects (FBOs) via the EXT_framebuffer_object extension. FBOs provide an efficient method to perform off-screen rendering.\par \par \par \b\fs24 Requirements\b0\fs22\par \par You may use FBOs if you create an OpenGL 3.0 context or if the EXT_framebuffer_object extension string is present.\par \par In the first case, FBOs are exposed as core functions (GL). In the second case, FBOs are exposed via extensions (GL.Ext).\par \par \par \b\f0\fs24 Sequence of Events\par \par \b0\f1\fs22 In this example, one color texture and one depth texture are created. Then a Framebuffer Object is created and both textures are attached to it as drawing surfaces. The Framebuffer Object is changed to become the current drawing buffer, a clearscreen is performed (in red) and a Torusknot object is drawn (in green).\par Then, the window-system provided framebuffer is made current again, and the color and depth textures are drawn as simple quads on-screen.\par \lang1032\f2\fs20\par }