Frame Buffer Objects vs calling TexCoord2f?
- by sensae
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?