OpenGL中的帧缓冲区和渲染缓冲区的概念和区别是什么? [英] What's the concept of and differences between Framebuffer and Renderbuffer in OpenGL?

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问题描述

我对帧缓冲区和渲染缓冲区的概念感到困惑.我知道需要渲染它们,但是我想在使用之前先了解它们.

I'm confused about concept of Framebuffer and Renderbuffer. I know that they're required to render, but I want to understand them before use.

我知道需要一些位图缓冲区来存储临时绘图结果.后台缓冲区.在进行这些绘图时,需要在屏幕上看到另一个缓冲区.前缓冲区. 翻转它们,然后再次绘制.我知道这个概念,但是很难将这些对象连接到这个概念.

I know some bitmap buffer is required to store the temporary drawing result. The back buffer. And the other buffer is required to be seen on screen when those drawings are in progress. The front buffer. And flip them, and draw again. I know this concept, but it's hard to connect those objects to this concept.

它们的概念和区别是什么?

What's the concept of and differences of them?

推荐答案

此页面我认为有些细节可以很好地解释差异.首先:

This page has some details which I think explain the difference quite nicely. Firstly:

OpenGL管道的最终渲染目标称为[the] framebuffer .

位置:

渲染缓冲区对象
另外,为屏幕外渲染新引入了renderbuffer对象.它允许将场景直接渲染到renderbuffer对象,而不是渲染到纹理对象. Renderbuffer只是一个数据存储对象,其中包含可渲染内部格式的单个图像.它用于存储没有相应纹理格式的OpenGL逻辑缓冲区,例如模板或深度缓冲区.

Renderbuffer Object
In addition, renderbuffer object is newly introduced for offscreen rendering. It allows to render a scene directly to a renderbuffer object, instead of rendering to a texture object. Renderbuffer is simply a data storage object containing a single image of a renderable internal format. It is used to store OpenGL logical buffers that do not have corresponding texture format, such as stencil or depth buffer.

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