Chapter 10. The Framebuffer

Chapter Objectives

After reading this chapter, you’ll be able to do the following:

• Understand the buffers that make up the framebuffer and how they’re used

• Clear selected buffers and enable them for writing

• Control the parameters of the scissor, alpha, stencil, and depth tests that are applied to pixels

• Use occlusion queries to determine if objects will be visible

• Perform dithering and logical operations

• Use the accumulation buffer for such purposes as scene antialiasing

• Create and use framebuffer objects for advanced techniques, and to minimizing copying of data between buffers

Note

In OpenGL Version 3.1, some of the techniques and functions described in this chapter were removed through ...

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