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Home/ Questions/Q 6956071
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Editorial Team
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Editorial Team
Asked: May 27, 20262026-05-27T14:49:14+00:00 2026-05-27T14:49:14+00:00

I’ve noticed that there now are the GL_DRAW/READ_FRAMEBUFFER extensions. Currently I am simply using

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I’ve noticed that there now are the GL_DRAW/READ_FRAMEBUFFER extensions. Currently I am simply using GL_FRAMEBUFFER and glTextureBarrierNV. However, I have not found that much about the READ/WRITE extensions and thus have some questions.

What OpenGL version were they introduced?
What advantages do they give over using simply GL_FRAMEBUFFER for both read and write?
Where can I find more info about this?

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  1. Editorial Team
    Editorial Team
    2026-05-27T14:49:15+00:00Added an answer on May 27, 2026 at 2:49 pm

    Pedantic note: GL_DRAW/READ_FRAMEBUFFER were not introduced in an extension; they are core OpenGL 3.0 functionality. Yes, technically this functionality is also exposed in ARB_framebuffer_objects, but that is a core extension and it is still core GL 3.0.

    In any case, if you want the etymology of the DRAW/READ distinction, you need to look to EXT_framebuffer_blit. That is where those enumerators originated, and that is why those enumerators exist. Instead of just specifying two FBOs to blit from/to, they created two context binding points for framebuffers. The glBlitFramebuffer command blits from the currently bound READ_FRAMEBUFFER to the currently bound DRAW_FRAMEBUFFER.

    If you are not using blit, then you don’t really need the DRAW/READ distinction. That doesn’t mean you shouldn’t use it however. glReadPixels reads from the READ_FRAMEBUFFER. Binding to GL_FRAMEBUFFER binds to both points, so your code can still work. But it is sometimes useful to have an FBO binding which can be read from that doesn’t interfere with drawing operations.

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