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stringa

Accumulation Buffer vs. Color Buffer

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1) I guess I don't understand the difference between the two. 2) Can I attach multiple accumulation buffers to a single FBO? and if so, i assume that I can only manipulate accumulation buffers from a single FBO in my frag shader? 3) I am looking at doing multiple effects and am thinking about making a FBO manager as soon as I understand how the FBO's work. If you were to make a FBO_Manager, how would you set it up? Thanks for all the help in advance stringa

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2) Accumulation buffer can only be created along with framebuffer. It can't be bound to a FBO.

3) You need to make a texture of whatever format you want (perhaps GL_RGBA32F) and attach it to the FBO.

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