GPU programming notes

I’ve been writing an OpenGL application using OpenGL Shading Language (GLSL) shaders, framebuffer objects (FBOs), and draw buffers (DBs). I’ve come across a few gotchas along the way and made a few notes.

Follow the jump to find out more about how to get started, what to look out for, and a couple of the hacks I’ve used to make my shaders do what I want them to do. (Specifically, I describe how to clear colour attachments to different values and how to store tags in a floating point channel.)

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