Reputation: 3270
Is it possible to attach textures as render target to the default framebuffer?
I.e.
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
GLenum bufs[] = {GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1};
glDrawBuffers(2, bufs);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sceneTexture, 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, postProcessingStuffTexture, 0);
// Draw something
Also why does rendering to texture happen without anit-aliasing? Was pretty happy with my cheap 5xRCSAA or what it was.
Upvotes: 1
Views: 564
Reputation: 162164
Is it possible to attach textures as render target to the default framebuffer?
No.
Also why does rendering to texture happen without anit-aliasing?
Because antialiasing requires a multisample render target. Regular textures are not multisampled. But there are multisample textures which for that purpose. You can create a multisample texture object using glTexStorage2DMultisample or glTexImage2DMultisample.
Upvotes: 3