Published : 012 – Framebuffers and SSAO

I just published a new Episode in my OpenGL & Vulkan Podcast:

012 – Framebuffers and SSAO
Understanding Framebuffer and SSAO.

http://opengl-trainer.de/podscats/folgen/012_Framebuffers_and_SSAO.mp3

Framebuffer:
framebuffer

SSAO

 glGenFramebuffers( 1, &fb );
glGenTextures( 1, &color );
glGenRenderbuffers( 1 , &depth );

glBindFramebuffer( GL_FRAMEBUFFER , fb );

glBindTexture( GL_TEXTURE_2D, color);
glTexImage2D(   GL_TEXTURE_2D,
0,
GL_RGBA,
fbo_width, fbo_height,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
NULL);

glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glFramebufferTexture2D( GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color, 0 );

glBindRenderbuffer( GL_RENDERBUFFER, depth );
glRenderbufferStorage( GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, fbo_width, fbo_height );
glFramebufferRenderbuffer( GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth );

Framebuffer Tutorial:
http://www.learnopengl.com/#!Advanced-Lighting/SSAO


Find it on iTunes:
https://itunes.apple.com/de/podcast/opengl-vulkan-podcast/id1047136194?l=en

Use RSS Podcast link:
http://opengl-trainer.de/podscats/OpenGL_Vulkan_Podcast.xml