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I dont know what you mean by 'multiple buffers'.
The examples in this repository are intended to show how to use ffgl. We have no intention to teach opengl, which seems to be what you're asking about. For that you're better off following an opengl tutorial.
@MennoVink
Let me explain further then. In my experience using multiple buffers allows us to store and reference data in a texture format. This allows us to persist data over time to do things like Feedback, or physics simulations like this or this.
Yes, I agree that it's not your job to teach OpenGL. But the examples plugins provided in the repo are meant to demonstrate the capabilities of FFGL, and I certainly think more documentation and examples of how to use FFGLFBO are warranted given that it's an additional abstraction over OpenGL. If the bloom example was written in "vanilla" OpenGL, then I might be able to use "vanilla" OpenGL tutorials as a guide.
A simple demonstration like this game of life example would go a long way in making FFGLFBO more accessible. In the simplest way, just demonstrating how we can feed the outputs of shaders as texture inputs to other shaders for a given plugin.
Is the only example which uses multiple buffers the bloom example?
Is there any way we could have a simpler demo using buffers? Or maybe someone has already made one?
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