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8dcb8601a2
Hopefully this is the first and last time we have to do this.
23 lines
1.3 KiB
Plaintext
23 lines
1.3 KiB
Plaintext
{\rtf1\ansi\ansicpg1253\deff0\deflang1032\deflangfe1032{\fonttbl{\f0\fswiss\fprq2\fcharset0 Arial;}{\f1\fswiss\fcharset0 Arial;}{\f2\fswiss\fcharset161{\*\fname Arial;}Arial Greek;}}
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{\*\generator Msftedit 5.41.21.2509;}\viewkind4\uc1\pard\qc\lang1033\b\f0\fs32 Framebuffer Objects\par
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\b0\f1\fs20\par
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\lang1032\f2\par
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\pard\lang1033\b\f1\fs24 Overview\par
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\par
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\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
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\par
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\par
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\b\fs24 Requirements\b0\fs22\par
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\par
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You may use FBOs if you create an OpenGL 3.0 context or if the EXT_framebuffer_object extension string is present.\par
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\par
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In the first case, FBOs are exposed as core functions (GL). In the second case, FBOs are exposed via extensions (GL.Ext).\par
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\par
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\par
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\b\f0\fs24 Sequence of Events\par
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\par
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\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
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Then, the window-system provided framebuffer is made current again, and the color and depth textures are drawn as simple quads on-screen.\par
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\lang1032\f2\fs20\par
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}
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