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Home/ Questions/Q 8652705
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Editorial Team
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Editorial Team
Asked: June 12, 20262026-06-12T14:22:13+00:00 2026-06-12T14:22:13+00:00

Then we create buffer object we can specify many colour attachments from 0 to

  • 0

Then we create buffer object we can specify many colour attachments from 0 to N

glBindFramebuffer(GL_FRAMEBUFFER, some_buffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,some_texture_0, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D,some_texture_1, 0);   

But then we draw to buffer, how to control which colour attachment we use in FBO? (default is 0), or multiple colour attachments works different way?

glBindFramebuffer(GL_FRAMEBUFFER, some_buffer);
//draw something
//switch to colour_attachment1
//draw something
//switch back to colour_attacment0
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  1. Editorial Team
    Editorial Team
    2026-06-12T14:22:14+00:00Added an answer on June 12, 2026 at 2:22 pm
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D,some_texture_1, 0);
    

    This line is not allowed in OpenGL ES 2.0. At least, not without extensions. OpenGL ES simply does not support having multiple color buffers. There is only GL_COLOR_ATTACHMENT0; nothing more than that.

    So if you want to draw to one buffer then another, you need to bind a new FBO to do so.

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