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Frame buffers - postprocessing

This time I have implemented support for basic frame buffers to enable off-screen rendering. In my framework, frame buffer is an object, to which we can attach textures or render targets (independently for color or depth-stencil buffers). Attaching texture as a color buffer means just passing texture object to a frame buffer object. We can then use it as a normal texture and do some cool things like postprocessing or dynamic cubemap based reflections.

It looks something like that:


When attaching render targets, memory is automatically allocated.

I have also added creating multisampled textures. It makes it possible to enable antialiasing when rendering to texture. It needs to process multiple samples for each texture, but it's pretty easy. Using multisampled frame buffer with 4 samples per fragment is shown above.

Of course I have some images that shows possibilities of frame buffers :)



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