Im quite confuse on the custom framebuffer and the default framebuffer of the OpenGL
Say for example we created our custom framebuffer.
GLuint framebuffer;
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureColorbuffer, 0);
in here we just created an FBO and add a texture attachment on it.
But in the end of it we had to call the default FBO
glBindFramebuffer(GL_FRAMEBUFFER, 0);
But why? I mean the stored data was on the custom FBO. Why do we have to call the default instead of the custom one? Im confuse. I just cant see the connection of the two. Please, someone enlighten me.