March 2013
Intermediate to advanced
984 pages
26h 18m
English
Implementations of OpenGL (including OpenGL ES on mobile or embedded devices, most often) may work in limited memory environments. Framebuffers have the potential of taking up considerable memory resources (particularly for multiple, multisampled color attachments and textures). OpenGL provides a mechanism to state that a region or all of a framebuffer is no longer needed and can be released. This operation is done with either glInvalidateSubFramebuffer() or glInvalidateFramebuffer().