帧缓冲对象(FBO)和渲染和深度缓冲关系

Rud*_*udi 3 opengl buffer fbo framebuffer depth-buffer

我在网上看到了很多例子(例如),它们做了以下工作

  • 创建并绑定FBO
  • 创建和绑定BUFFERS(纹理,渲染,深度,模板)
  • 然后,UnBind BUFFERS
  • 要与FBO-Bind FBO合作,请完成工作,然后取消绑定FBO
  • 但是,还有纹理BUFFER的Bind纹理BUFFER用于读取,写入等
  • 但是,从来没有看到其他BUFFERS(渲染,深度,模板)重新绑定,为什么?

BUFFERS创建和绑定/解除绑定的示例(下面的代码仅用于显示我解释并完美运行的内容),

// create a framebuffer object, you need to delete them when program exits.
glGenFramebuffersEXT(1, &fboId);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboId);

// create color buffer object and attached to fbo
glGenRenderbuffersEXT(1, &rboId);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rboId);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGB, TEXTURE_WIDTH, TEXTURE_HEIGHT);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); //UnBind

if(useDepthBuffer) {
  glGenRenderbuffersEXT(1, &rboIdDepth);
  glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rboIdDepth);
  glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, TEXTURE_WIDTH, TEXTURE_HEIGHT);
  glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); //UnBind
}

glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, rboId);
if(useDepthBuffer)
  glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, rboIdDepth);


// check FBO status
printFramebufferInfo();
bool status = checkFramebufferStatus();
if(!status)
  fboUsed = false;
.
//then,
.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboId);
// Do the work
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
Run Code Online (Sandbox Code Playgroud)

1.为什么我们不需要再次绑定所有BUFFERS(我的意思是在处理/绘图对象到FBO时)?

2.这里发生了什么?

编辑: attach-> Bind和deattach-> UnBind

Chr*_*ica 8

我不知道我是否完全理解你,但绑定到附着点(GL_COLOR_ATTACHMENT...)的渲染缓冲区是每个FBO状态,这个FBO状态保持不变你只需要绑定FBO告诉OpenGL这个FBO现在是已使用及其所有状态(您之前设置)将生效.