Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

rldivide

OpenGL opengl : a second rendering buffer ?

This topic is 5276 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Is there a buffer in opengl that I could use as a "scrath render buffer" during the rendering process ? That is, drawing triangles in it, then recovering infos such as texture coordinates, and drawing other triangles into the true buffer with some perpixel treatment based upon infos read in the "scratch buffer". The reason I can''t use the main buffer as a scratch, then cleaning it and draw my final scene, is that I need two buffer to draw each triangle, and constantly need to go from one to the other. What I''m waiting from that buffer mainly is having UVW Texture coordinate availables for each pixel (and optionaly Depth) after a triangle has been drawed. Note that since the triangles I draw in the scratch buffer and in the real buffer are different, a fragment shader based solution only is not enough (though I''ll have to use it for the rest of my process).

Share this post


Link to post
Share on other sites
Advertisement

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!