I know frame-buffers are not textures themselves, but they do contain a texture, given they are set up correctly, which I believe mine are, as: (status == GL_FRAMEBUFFER_COMPLETE) returns true. ...
In my project I'm trying to implement a deferred rendering system, problem is, I can't seem to get a second FBO to work. UPDATE 1 Here is the FBO initialization code: /// G-Buffer FBO GLuint ...
There are some effects for which I must do multi-pass rendering. I've got the basics set up (FBO rendering etc.), but I'm trying to get my head around the most suitable setup. Here's what I'm ...
In my simple renderer, I have 2 FBOs one that contains diffuse, normals, instance ID and depth in that order and one that I use store the ssao result. The textures I use for the first FBO are RGB8, ...