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Jun 22, 2016 at 12:27 history edited Julien Guertault CC BY-SA 3.0
Added basic information about MRT.
Jun 21, 2016 at 2:52 comment added Julien Guertault @enne87: Happy to help. :)
Jun 20, 2016 at 21:15 vote accept enne87
Jun 20, 2016 at 0:12 comment added Julien Guertault When you create the framebuffer for your rendering pass, you can attach more than one texture to it. If you attach a depth texture, it will be used automatically for depth. It you attach another color texture you can write into it separately (see opengl.org/sdk/docs/man/html/glDrawBuffers.xhtml), a feature called "Multi Render Target" (MRT).
Jun 19, 2016 at 14:25 comment added enne87 Nice information, thanks Julien. One more question: How could I use the depth or normal information in my fragment shader? I'm still quite new with GLSL and therefore have no idea how to include the values in the Sobel algorithm.
Jun 19, 2016 at 13:10 history answered Julien Guertault CC BY-SA 3.0