Jump to content
  • Advertisement
Sign in to follow this  

OpenGL Accumulation Buffer

This topic is 5481 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.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!