What is a color app in Metal?

I am assuming that color embeddings exist in APIs other than Metal (I know OpenGL for sure), but I am new to graphics programming and I would like to know what exactly a color application is. All the drawing I have done involves setting properties on the first in the array of colored attachments and then creating a render pass. Is color binding literally just a buffer? Would the only point of using multiple in the render pass to draw the same image across multiple buffers / textures?

Edit: There are also arrays of color attachments in the pipeline states as I just recalled. If they are essentially buffers, what has it to do with setting the pipeline state?

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Seeing that you have some knowledge of OpenGL, I'll put it in the following expressions:

Color nesting is a texture that is attached to the framebuffer as a render target used for off-screen rendering.

Colored nesting is used in several techniques, including reflection, refraction, and deferred shading.



In terms of the graphics pipeline, nested buffers will either be texture data sources or render endpoints.

When you change the associated buffers, you change the state of the pipeline because the CG hardware is state-based. You queue state changes for the entire pipeline (use shader x, bind buffer y, set uniform z), make those changes, then watch the result displayed on screen.

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