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S5135-Christoph-Kubisch-and-Pierre-Boudier

S5135-Christoph-Kubisch-and-Pierre-Boudier

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STATE OBJECTS// single drawcall, multiple shaders, fbos...glDrawComm<strong>and</strong>sStatesNV (tokenBuffer, offsets[], sizes[], states[], fbos[], count);for i < count {if (i == 0) set state from states[i];else set state transition states[i-1] to states[i]if (fbo[i]) glBindFramebuffer( fbo[i] ) // must be compatible to states[i].fboelse glBindFramebuffer( states[i].fbo )}ProcessComm<strong>and</strong>Sequence(... tokenBuffer, offsets[i], sizes[i])Can reuse tokens & state with different fbos (e.g. shadow passes)Compatibilty depends on fbo‘s drawbuffers, texture formats... but not sizes15

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