ReadMe.txt
This sample demonstrates a few uses of render-to-texture via FBO: |
* Cache rendering results (impostors) |
* Dynamic cubic environment map |
* Fullscreen shader effects |
This sample runs through a series of modes, advancing with the space bar: |
1: Render a traditional bunny model. Nothing complicated yet... |
2: Render the model a second time into a texture via FBO, and show it on a quad. |
3: Reveal that the quad is a cube-- we can use the texture however we like. |
4: Remove the cube faces-- each additional bunny only costs us one quad. |
5: Draw a cloud of cubes-- we can draw hundreds of impostor bunnies very cheaply. |
6: Show cubemap faces-- each face is attached to an FBO in turn. |
7: Apply the cubic envmap to the main bunny-- FBO makes this fast and easy. |
8: Fullscreen effects-- render everything to another FBO, apply depth-of-field with GLSL. |
9: Depth-of-field interaction-- press [ and ] to change the focal point. |
The sample starts in mode 2, as described above. |
FBO replaces previous render-to-texture methods such as offscreen windows and PBuffers. |
It is cross-platform and does not require copying texture data or switching contexts. |
Please read the FBO specification for full details: |
http://www.opengl.org/registry/specs/EXT/framebuffer_object.txt |
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