FBO for texture separation

How to set FBO so that it displays depth and color buffer in two separate textures, in one render pass?

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Just attach a suitable texture to the FBOs depth join point:

      glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,GL_TEXTURE_2D, textureId, 0);

.. and another texture to the color attachment point. See more details.

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