Tag Archives: MRT

Multiple FrameBuffers and MRT

In my last article I wrote about the Render To Texture (RTT) technique used in many games for advanced rendering. Now we can talk about Multiple FrameBuffers Objects and MRT (Multiple Render Targets) to create even more complex scenes using RTT.   Multiple FrameBuffers Objects Let’s start with an example where we have a complex scene to render. Imagine…

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