Frame Buffer Objects vs calling TexCoord2f?
Posted
by
sensae
on Game Development
See other posts from Game Development
or by sensae
Published on 2011-11-27T06:34:19Z
Indexed on
2011/11/27
10:04 UTC
Read the original article
Hit count: 268
I'm learning the basics of OpenGL with lwjgl currently, and following a guide I've got textured quads that can move around a scene.
I've been reading about Frame Buffer Objects, and I'm not really clear on their purpose and their benefit.
My understanding is that I'll create a FBO with the texture I'd like, load the FBO, draw a quad, then unload the FBO. What would the technique I'm currently doing for texture management be called, and how does it differ from using FBOs?
What are the benefits to using FBOs? How does it fit into the grand rendering scheme of things?
© Game Development or respective owner