Original Post
Hello. The past couple of days I have been looking at GLSL and how everything associated with it works. I came to the conclusion that I should have different shader programs that I can use as I do multiple passes on a framebuffer object. I have been looking at fbo's and much to my demise, I can not figure out how to work the things. I thought you draw to the framebuffer, and then tell GL which buffer I should draw. What is the syntax to do this, as all I can find on the internet is ways to use FBO's to draw to textures. Or is that the way to do it? You render an FBO to a texture and then just draw the texture to the screen. I am really confused about all of this framebuffer object nonsense, or whether this is the right way to do my shaders for my program. I want to be able to manage my shaders like this, because of the way I have my rendering scenegraph set up. I can just add shader objects as a renderable component, and render them separately as I run down the scenegraph. Maybe I am completely missing the point of both of these?