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OpenGL Development Cookbook

You're reading from   OpenGL Development Cookbook OpenGL brings an added dimension to your graphics by utilizing the remarkable power of modern GPUs. This straight-talking cookbook is perfect for intermediate C++ programmers who want to exploit the full potential of OpenGL.

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Product type Paperback
Published in Jun 2013
Publisher Packt
ISBN-13 9781849695046
Length 326 pages
Edition 1st Edition
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Author (1):
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Muhammad Mobeen Movania Muhammad Mobeen Movania
Author Profile Icon Muhammad Mobeen Movania
Muhammad Mobeen Movania
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Toc

Table of Contents (10) Chapters Close

Preface 1. Introduction to Modern OpenGL FREE CHAPTER 2. 3D Viewing and Object Picking 3. Offscreen Rendering and Environment Mapping 4. Lights and Shadows 5. Mesh Model Formats and Particle Systems 6. GPU-based Alpha Blending and Global Illumination 7. GPU-based Volume Rendering Techniques 8. Skeletal and Physically-based Simulation on the GPU Index

Implementing a mirror with render-to-texture using FBO

We will now use the FBO to render a mirror object on the screen. In a typical offscreen rendering OpenGL application, we set up the FBO first, by calling the glGenFramebuffers function and passing it the number of FBOs desired. The second parameter stores the returned identifier. After the FBO object is generated, it has to be bound to the GL_FRAMEBUFFER, GL_DRAW_FRAMEBUFFER, or GL_READ_FRAMEBUFFER target. Following this call, the texture to be bound to the FBOs color attachment is attached by calling the glFramebufferTexture2D function.

There can be more than one color attachment on an FBO. The maximum number of color attachments supported on any GPU can be queried using the GL_MAX_COLOR_ATTACHMENTS field. The type and dimension of the texture has to be specified and it is not necessary to have the same size as the screen. However, all color attachments on the FBO must have the same dimensions. At any time, only a single FBO can be...

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