我在网上看到了许多示例(例如),它们执行以下操作
- 创建和绑定 FBO
- 创建和绑定缓冲区(纹理、渲染、深度、模板)
- 然后,解除绑定缓冲区
- 要使用 FBO - 绑定 FBO,请先完成工作,然后取消绑定 FBO
- 但是,也可以使用纹理缓冲区绑定纹理缓冲区以进行读取、写入等操作
- 但从未见过重新绑定其他缓冲区(渲染、深度、模板),为什么?
BUFFERS 创建和绑定/取消绑定的示例(以下代码仅用于展示我解释的内容并完美运行),
// create a framebuffer object, you need to delete them when program exits.
glGenFramebuffersEXT(1, &fboId);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboId);
// create color buffer object and attached to fbo
glGenRenderbuffersEXT(1, &rboId);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rboId);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGB, TEXTURE_WIDTH, TEXTURE_HEIGHT);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); //UnBind
if(useDepthBuffer) {
glGenRenderbuffersEXT(1, &rboIdDepth);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rboIdDepth);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, TEXTURE_WIDTH, TEXTURE_HEIGHT);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); //UnBind
}
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, rboId);
if(useDepthBuffer)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, rboIdDepth);
// check FBO status
printFramebufferInfo();
bool status = checkFramebufferStatus();
if(!status)
fboUsed = false;
.
//then,
.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboId);
// Do the work
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
1. 为什么我们不需要再次绑定所有的 BUFFERS(我的意思是在使用/绘制对象到 FBO 时)?
2. 幕后发生了什么?
编辑:附加-> 绑定和解除附加-> 取消绑定