Does the framebuffer contain depth buffer information, or just color buffer information in graphics applications? What about for gui’s on windows, is their a frame buffer and does it hold both color buffer + depth info or just color info?
Does the framebuffer contain depth buffer information, or just color buffer information in graphics
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As for real-time 3D, the “standard” buffers are the color buffer, in RGBA format, 1 byte per component, and the depth buffer, 3 bytes per component. There is one sample per fragment ( i.e., if you have 8x antialiasing, you will have 8 colors and 8 depth samples per pixel )
Now, many applications use additional, custom buffers. They are usually called g-buffers. These can include : object ID, material ID, albedo, shininess, normals, tangent, binormal, AO factor, most influent lights impacting the fragment, etc. At 1080p and 4xMSAA and double- or triple-buffering, this can take huge amounts of memory, so all these information are usually packed as tightly as possible.