Chapter 18. Advanced Buffers

by Benjamin Lipchak

WHAT YOU’LL LEARN IN THIS CHAPTER:

How to improve performance with pixel buffer objects (PBOs)

How to perform offscreen rendering with framebuffer objects (FBOs)

How to use floating-point textures and color buffers

• How to put it all together and render with high dynamic range

Shaders by now are old hat. Been there, done that. Yawn. The most exciting new advances in OpenGL over the past several years involve buffers. In particular, the flexibility with which you can designate blocks of GPU memory for a variety of purposes enables rendering techniques which were before impossible or too slow to consider using. No longer are vertex arrays, textures, and framebuffers individual and segregated ...

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