OpenGL ES 3.0 Programming Guide, Second Edition
by Dan Ginsburg, Budirijanto Purnomo, Dave Shreiner, Aaftab Munshi
Chapter 12. Framebuffer Objects
In this chapter, we describe what framebuffer objects are, how applications can create them, and how applications can use them for rendering to an off-screen buffer or rendering to a texture. We start by discussing why we need framebuffer objects. We then introduce framebuffer objects and new object types they add to OpenGL ES, and explain how they differ from the EGL surfaces described in Chapter 3, “An Introduction to EGL.” We go on to discuss how to create framebuffer objects; explore how to specify color, depth, and stencil attachments to a framebuffer object; and then provide examples that demonstrate rendering to a framebuffer object. Last but not least, we discuss performance tips and tricks that can help ...
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