fbo+ drawbuffer(s)


Is there a special reason why it is not allowed to use glDrawBuffer(s) to write into a window-system-provided framebuffer (or in both) while FBO is bound? Currently I’ve to rebind the orginal framebuffer (what can be expensive) for displaying some results. Do someone know a fast way to exchange data between the FBO and the system framebuffer without rebinding or context-switching?


In contrast to a context switch, rebinding a framebuffer is not supposed to be an expensive operation.

AFAIK there is no way to access parts of a framebuffer object and the system framebuffer simultaneously. It would be nice, too, for example to share a common depth buffer, but I don’t think such things are possible…