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Using FBO's in GLSL

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Does anybody know how or know a tutorial on using FBO's in GLSL so that I can us effects like Gaussian blur?

here's what I have now to set up the FBO but its probably wrong.

void createframebuffer()
GLuint fboId;

GLuint screentex;

glGenTextures(1, &screentex);
glBindTexture(GL_TEXTURE_2D, screentex);

glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, screen->w, screen->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0 );

glGenFramebuffersEXT(1, &fboId);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboId);



glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);

Can anybody tell me what I did wrong and how to access it from my shader?


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FBO needs a depth buffer.
You cant access an FBO from glsl. You can access a texture. But you need to unbind the FBO (release the texture) so that you can use it later.

gaussian blur:
Copy the scene to a texture.
Bind that texture. Bind an FBO which holds texture2.
Using texture, you will blur it and write it into the FBO/texture2.
Unbind the FBO and use the regular render to screen. Bind texture2, apply second blur and that will output to the screen.

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