Framebuffer objects part 2 - ProgrammingTIL #148 WebGL tutorial video screencast 0091

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In this episode, I discuss how to use the FBO from the last episode in order to draw out the current screen as a texture on an object.

Concepts:
#### Framebuffers
* Use a framebuffer to perform different types of processing before displaying content.
* Use a framebuffer as a texture image.
* "Offscreen drawing"
* FBO (Framebuffer Objects) have attachments (color, depth, stencil), like the depth and stencil buffers.

#### RenderBuffers
* general purpose drawing area

#### 8 steps
* create FBO
* create texture object
* create render object
* bind render object to the target and set size
* attach texture object to color attachment of FBO
* attach render object to the depth attachment of FBO
* check status of FBO
* draw frame using FBO

Current Schedule during sabbatical:
Monday / Thursday - WebGL

Resources:
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Hello there and thank you so much for this video!! I've been looking through tutorials, books and posts all over the web, yet none have been as helpful as these two videos!

Would you be able to help me? I'm stuck trying to figure out how to pass the framebuffer to a second shader for filtering. Any help would be greatly appreciated. Thanks again!

Shiruken
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hi parker, you are doing good work.
i just want to know how the cube is reflecting like a mirror ?

ajaykumar-qwqr