Figure 4-1 Framebuffer with color and depth renderbuffersĪll of these approaches require manually creating framebuffer and renderbuffer objects to store the rendering results from your OpenGL ES context, as well as writing additional code to present their contents to the screen and (if needed) run an animation loop. You might do this so that you can share the same rendering pipeline and OpenGL ES resources between multiple framebuffers. You can also create multiple framebuffer objects in an single rendering context. Later, the texture can act as an input to future rendering commands. You can also attach an OpenGL ES texture to the color attachment point of a framebuffer, which means that any drawing commands are rendered into the texture. ![]() The most common image attachment is a renderbuffer object. ![]() You provide this storage by attaching images to the framebuffer, as shown in Figure 4-1. When you create a framebuffer object, you have precise control over its storage for color, depth, and stencil data. Drawing to Other Rendering Destinationsįramebuffer objects are the destination for rendering commands. ![]() To create high-performance code on GPUs, use the Metal framework instead.
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