Jaws said:No probs!
I need to translate these acronyms from tutorial 7,
VBO = Vertex buffer objects?
FBO = frame buffer objects?
PBO = Pixel buffer objects?
Does vertex buffer objects suggest render to vertex buffer? Therefore improved vertex texturing?
in current desktop openGL the VBO extension is simply storing vertex data in graphics memory, it does not imply the ability to render to vertex data (well, last time I used VBO anyway ... FBO is, as far as I recall, is the basis of the new method of doing render to texture (I have yet to use that extension however, it was designed to replace P-buffers for render to texture, which are *utterly* terrible. Basically it's very similar to the DX model in terms of perf/features).
As for pixel buffer objects, I remember reading about them way back in the day as a 'omg a new feature' feature which never really got moving. I honestly can't remember exactly how they worked, they may have become the equivalent of memexport? Maybe it was an equivalent of VTF for pixel shader contants, but yeah I can't recall.