I have to render a scene, once per light, and blend the result of the various passes. I heard and read that one way to increase performances and render targets to use would be ping pong. I'm new to ...
I render a normal and a depth image of a scene. Then I want to reuse these two images to do further texture/image processing in a second fragment shader. I use a framebuffer with 3 textures attached ...
In OpenGL, if I'm rendering to a texture using a framebuffer, do I have to have that texture bound while I'm rendering to it? In code: glBindTexture(...); glTexImage2D(...); glBindFramebuffer(...); ...