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OffScreen Frame Buffers

Started by StockwellLadSteve Mar 11, 2007 at 6:27 PM 0 replies 750+ views
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StockwellLadSteve
StockwellLadSteve
Dear All, I'm intending to implement an approximation to a glo bal illumination in a project I'm working on. To do this I intend to take "snapshots" of my scene from the top and from all sides and to take the average of intensities in the scene to use as an approximation to the solution. I'm confident with the mathematical side of it, however some aspects on the opengl side I'm not so confident with and its those I'm hoping you guys can help me with. Can someone give me an overview of the steps needed to setup and render to five off screen buffers so that i can pass them to my shaders for lookup purposes? I basically want to average the intensity over these frame buffers and pass them as a global ambient value to my already implemented vertex shader. Thanks guys
wyrzy
wyrzy
This should probably be in the OpenGL forum, but I would look into Frame Buffer Objects (FBO). They are very easy to use. The extension is GL_EXT_framebuffer_object. I think codesampler.com and developer.nvidia.com both have pretty good tutorials.

I think ATI 9700 and up supports FBOs, and GeForce 6 and up support FBOs (possibly GeForce 5 series).

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