What is the purpose of rendering in opengl?

As the name says, this is the target of rendering in OpenGL? I'm so new to OpenGL and all the websites I've seen are pretty confusing for me.

Is this just a buffer where I place the material to be used later for rendering?

If you could provide a good link to read it would be really appreciated.

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A render buffer is any specially crafted single buffer to which a part of the rendering can be directed. The color buffer is the most obvious example: the depth buffer is probably the second and most obvious.

A framebuffer is an associated set of render buffers, for example. it can be a combination of a color buffer and a depth buffer. It can also use a texture as a destination for one of these streams of information instead of a render buffer (caveats apply, but irrelevant).



Textures are not processed by buffers, and render buffers are not textures. These are different things, although the framebuffer can be used as a target. Thus, a render target is a collective term for a render buffer or texture used as a target for rendering.

The phrase is informally defined but recognized by Kronos - for example. the GL 4.4 spec means GL_ARB_draw_buffers

as "name string for multiple render targets", but that spec never mentions "render targets" or even uses the word "target". Instead, it defines a mechanism that allows multiple color buffers to be concurrent named targets. Thus, the two things taken together imply the above.

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