What are Framebuffers OpenGL?
Framebuffer Objects are OpenGL Objects, which allow for the creation of user-defined Framebuffers. With them, one can render to non-Default Framebuffer locations, and thus render without disturbing the main screen.
What is a framebuffer Vulkan?
Framebuffers represent a collection of memory attachments that are used by a render pass instance. A framebuffer provides the attachments that a render pass needs while rendering. …
What is a framebuffer used for?
A framebuffer (frame buffer, or sometimes framestore) is a portion of random-access memory (RAM) containing a bitmap that drives a video display. It is a memory buffer containing data representing all the pixels in a complete video frame.
What is an FBO in computer graphics?
The frame buffer object architecture (FBO) is an extension to OpenGL for doing flexible off-screen rendering, including rendering to a texture. By capturing images that would normally be drawn to the screen, it can be used to implement a large variety of image filters, and post-processing effects.
What is a color attachment?
A Colour attachment is a texture which attaches to a frame buffer as a render target, used for off-screen rendering. Colour attachments are used in several techniques, including reflection, refraction, and deferred shading.
What is glViewport?
glViewport(x, y, w, h) specifies the area of the window that the drawing region should be put into. It says that the bottom left corner of the drawing region corresponds to the window’s (x, y) pixel, and (w, h) represent the number of pixels the drawing region should go in each direction.
What is a Swapchain Vulkan?
The swap chain is essentially a queue of images that are waiting to be presented to the screen. Our application will acquire such an image to draw to it, and then return it to the queue.
What is a Vulkan pipeline?
The Vulkan Graphics Pipeline is like what OpenGL would call “The State”, or “The Context”. It is a data structure. 2. The Vulkan Graphics Pipeline is not the processes that OpenGL would call “the graphics pipeline”. The shaders get compiled the rest of the way when their Graphics Pipeline gets created.
What is a color buffer?
Color Buffers. The color buffers are the ones to which you usually draw. They contain either color-index or RGB color data and may also contain alpha values. An OpenGL implementation that supports stereoscopic viewing has left and right color buffers for the left and right stereo images.
How does double buffering work?
Double buffering is a term used to describe a device with two buffers. For example, with graphics, double buffering can show one image or frame while a separate frame is being buffered to be shown next. This method makes animations and games look more realistic than the same done in a single buffer mode.
What is glActiveTexture?
Description. glActiveTexture selects which texture unit subsequent texture state calls will affect. The number of texture units an implementation supports is implementation dependent, but must be at least 80.
What is render pass in Vulkan?
In Vulkan, a render pass is the set of attachments, the way they are used, and the rendering work that is performed using them. In a traditional API, a change to a new render pass might correspond to binding a new framebuffer.