Monday, 9 December 2013

Using multiple FBOs in OpenGL ES 2

I wrote previously about using FBOs in OpenGL ES 2. However, sometimes rendering to a single framebuffer is not enough. You may want to process the texture yet again before displaying it on the screen. Doing this is as easy as creating a new FBO and rendering to it. The code is almost identical to the previous one, except it uses two framebuffer objects. Here I'm using a blur shader (taken from here if I remember well):

FBO

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