![]() All attachments must have the same number of multisamples.All attachments are complete (For example, a texture attachment needs to have memory reserved).There must be at least one color attachment (OpenGL 4.1 and earlier).At least one buffer has been attached (e.g.You can not use this framebuffer yet at this point, because it is not complete. ![]() The first thing you need is a framebuffer object to manage your new framebuffer. ![]() After discussing how framebuffer objects work, I'll show you how to use them to do post-processing on the scene from the previous chapter. ![]() The great thing about framebuffers is that they allow you to render a scene directly to a texture, which can then be used in other rendering operations. In this chapter we'll look at framebuffer objects, which are a means of creating additional framebuffers to render to. What if you want to take a rendered result and do some additional operations on it, such as post-processing as seen in many modern games? This combination of buffers is known as the default framebuffer and as you've seen, a framebuffer is an area in memory that can be rendered to. These buffers occupy video memory like any other OpenGL object, but so far we've had little control over them besides specifying the pixel formats when you created the OpenGL context. In the previous chapters we've looked at the different types of buffers OpenGL offers: the color, depth and stencil buffers.
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