   OpenGL FrameBuffer Object 201
  Comments for the article OpenGL FrameBuffer Object 201
example 2GLenum mrt[] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT0_EXT } // typo 2x *0_EXT ??glDrawBuffers(2, mrt);/Aki   ;  opps, my bad... I'll let Gaiiden know about the correction, good catch [smile]   ;  What real world gaming examples are there for binding multiple textures to an FBO.  Especially given that the textures must be the same size, and that the shaders used in the rendering are the same?  Right?Thanks.   ;  Using this technique on ATI drivers might be unsatisfying. I got this mail from devrel@ati.com in november '06:---MRTs with FBOs are really slow, and it appears to be because the driver is recompiling the shader every time you switch the number of draw buffers. We have an EPR against this issue, though I cannot say when it will be addressed.The only workaround is to not change the number of draw buffers. That's not really possible with FBOs since you need a single draw buffer once you want to render to the backbuffer again. If you use pBuffers it can be worked around though in most cases since the number of draw buffers is specific to each context, and the pBuffer has a context of its own.---I don't know whether this issue is still there.;  glGetIntergeri(GL_MAX_COLOR_ATTACHMENTS, &maxbuffers);glGetIntegeri you mean? :P   ;  101 and 201 great tutorial! straight forward and simple!using latest glee and vs2005 having problem on compiling. does im the only one facing the problem? got it working anyway.just want to share.. no need for freeglut, changing #include <cstdlib> to #include <stdlib.h> (put it on top) and removing libc.lib (in configuration) and everythings compiled/run perfectly.great job rob! waiting for your tutorial on water/ocean shader and glsl shadow mapping. :);  Yer - very nice tute :)You're doing one on water shaders?!  Excellent!   ;  Hi there,When I tried to use MRT, I had a warning such as 'warning C7531: global variable gl_FragData requires "#extension GL_ARB_draw_buffers : enable" before use'. Then I added "#extension GL_ARB_draw_buffers : enable" on the first line in my fragment shader, I got another warning:"warning C7508: extension GL_ARB_draw_buffers not supported". Does anyone run into the same problem?Thanks,Ben   ;  I cannot download the source code of the examples due to some server error. can someone please send that to me at me_here_me@yahoo.comregards   