I am reading the red book OpenGL programming guide when I come across these two methods, which strikes me as unnecessary since we already can specify which color buffer the output is going to go to with layout (location = )
or glBindFragDataLocation
. Am I misunderstanding anything here?
Not all color attachments which are attached to a framebuffer have to be rendered to by a shader program. glDrawBuffers
specifies a list of color buffers to be drawn into.
e.g. Lets assume you have a frambuffer with the 3 color attchments GL_COLOR_ATTACHMENT0
, GL_COLOR_ATTACHMENT1
and GL_COLOR_ATTACHMENT2
:
Fragment shader
layout (location = 0) out vec4 out_color1;
layout (location = 1) out vec4 out_color2;
drawbufferr specification:
const GLenum buffers[]{ GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT0 };
glDrawBuffers( 2, buffers );
out_color1
sends its data to the draw buffer at index 0 (because of the location = 0
declaration). The call to glDrawBuffers
above sets this buffer to be GL_COLOR_ATTACHMENT2
. Similarly, out_color2
sends its data to index 1, which is set to be GL_COLOR_ATTACHMENT0
. Attachment 1 doesn't get data written to it.
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