Jump to content
  • Advertisement
Sign in to follow this  

OpenGL Accumulation Buffer

This topic is 5145 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

The accumulation buffer is not commonly used for games. Originally, it was meant to be a "staging area", an offscreen surface which was both readable and writable, and could be used for advanced compositing operations. However, not much hardware support exists for it, and most of the things you'd use it for are now more than adequately supported by render-to-texture and pbuffer extensions (which are more versatile anyway). In short: ignore it.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • 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!