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如何设置 FBO 以便在一个渲染过程中在两个单独的纹理中渲染深度和颜色缓冲区?
只需将合适的纹理附加到 FBO 深度附加点:
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,GL_TEXTURE_2D, textureId, 0);
..和颜色附着点的另一个纹理。有关更多信息,请参阅此。