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Being able to create your own framebuffer and renderbuffer in OpenGL is very powerful - it allows you to render a scene to a texture, and then reuse this texture in your rendering pipeline.
This is used in several areas:
Shadow mapping - a common implementation is to render a scene from a light's perspective, and then use that 'shadow map' to determine if a fragment is lit or not.
Post-processing - running the rendered scene through another pixel shader, for example, to implement screen-space ambient occlusion
Being able to create your own framebuffer and renderbuffer in OpenGL is very powerful - it allows you to render a scene to a texture, and then reuse this texture in your rendering pipeline.
This is used in several areas:
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