O'Reilly logo

OpenGL® SuperBible: Comprehensive Tutorial and Reference, Sixth Edition by Richard S Wright, Graham Sellers, Nicholas Haemel

Stay ahead with the world's most comprehensive technology and business learning platform.

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, tutorials, and more.

Start Free Trial

No credit card required

Chapter 9. Fragment Processing and the Framebuffer

What You’ll Learn in This Chapter

• How data is passed into fragment shaders, how to control the way it’s sent there, and what to do with it once it gets there

• How to create your own framebuffers and control the format of data that they store

• How to produce more than just one output from a single fragment shader

• How to get data out of your framebuffer and into textures, buffers, and your application’s memory

This chapter is all about the back end — everything that happens after rasterization. We will take an in-depth look at some of the interesting things you can do with a fragment shader, what happens to your data once it leaves the fragment shader, and how to get it back into your application. ...

With Safari, you learn the way you learn best. Get unlimited access to videos, live online training, learning paths, books, interactive tutorials, and more.

Start Free Trial

No credit card required