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The frame buffer object architecture (FBO) is an extension to OpenGL for doing flexible off-screen rendering, including rendering to a texture. By capturing images that would normally be drawn to the screen, it can be used to implement a large variety of image filters, and post-processing effects. The FBO is analogous to the render targets model in DirectX. It is used in OpenGL for its efficiency and ease of use. The use of FBOs doesn't suffer from the overhead associated with OpenGL drawing context switching, and has largely superseded the pbuffer and other methods involving context switches. == Uses == The FBO has two main uses: The post-processing of rendered images and composition between different scenes. Some examples are: # The rendered image is captured and subjected to Fragment Shaders or other manipulations. This allows for many of today's popular computer graphics effects to be carried out, including the addition of a blurring or bloom effect. # Can be used to create views of other scenes, for example: a TV in a house showing the view from a secondary camera. A scene can be rendered through an FBO to a texture, then that texture can be applied to the surface of a TV. This is sometimes called "Render to Texture" or RTT. 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「Framebuffer Object」の詳細全文を読む スポンサード リンク
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