Portal:OpenGL Concepts/Framebuffer: Difference between revisions
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Basic info about the framebuffer. |
Contexts do not have to have a default framebuffer |
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A '''Framebuffer''' is a OpenGL object that aggregates images together, which rendering operations can use as their eventual destination. | A '''Framebuffer''' is a OpenGL object that aggregates images together, which rendering operations can use as their eventual destination. OpenGL contexts usually have a [[Default Framebuffer]], which is usually associated with a window or other display device. Rendering operations that are intended to be directly visualized should go to the default framebuffer. | ||
Users can construct [[Framebuffer Object]]s, framebuffers built from images provided by [[Texture]]s or [[Renderbuffer]]s. These are useful for rendering data off-screen; the data can later be transferred to the default framebuffer. | Users can construct [[Framebuffer Object]]s, framebuffers built from images provided by [[Texture]]s or [[Renderbuffer]]s. These are useful for rendering data off-screen; the data can later be transferred to the default framebuffer. |
Latest revision as of 15:37, 1 December 2014
A Framebuffer is a OpenGL object that aggregates images together, which rendering operations can use as their eventual destination. OpenGL contexts usually have a Default Framebuffer, which is usually associated with a window or other display device. Rendering operations that are intended to be directly visualized should go to the default framebuffer.
Users can construct Framebuffer Objects, framebuffers built from images provided by Textures or Renderbuffers. These are useful for rendering data off-screen; the data can later be transferred to the default framebuffer.