<?xml version="1.0" encoding="utf-8" ?><rss version="2.0"><channel><title><![CDATA[cs_hang的博客]]></title><description><![CDATA[]]></description><link>https://blog.youkuaiyun.com/cs_hang</link><language>zh-cn</language><generator>https://blog.youkuaiyun.com/</generator><copyright><![CDATA[Copyright &copy; cs_hang]]></copyright><item><title><![CDATA[帧缓冲]]></title><link>https://blog.youkuaiyun.com/cs_hang/article/details/100972568</link><guid>https://blog.youkuaiyun.com/cs_hang/article/details/100972568</guid><author>cs_hang</author><pubDate>Wed, 18 Sep 2019 09:41:46 +0800</pubDate><description><![CDATA[创建FrameBuffer并绑定纹理和渲染缓冲
	unsigned int fbo;
	glGenFramebuffers(1, &amp;fbo);
	glBindFramebuffer(GL_FRAMEBUFFER, fbo);
	unsigned int texColorBuffer;
	glGenTextures(1, &amp;texColorBuffer);
	glBindTextur...]]></description><category></category></item><item><title><![CDATA[模板测试]]></title><link>https://blog.youkuaiyun.com/cs_hang/article/details/100876432</link><guid>https://blog.youkuaiyun.com/cs_hang/article/details/100876432</guid><author>cs_hang</author><pubDate>Mon, 16 Sep 2019 08:47:22 +0800</pubDate><description><![CDATA[模板测试
	glEnable(GL_DEPTH_TEST);
	glDepthFunc(GL_LESS);
	glEnable(GL_STENCIL_TEST);
	glStencilFunc(GL_NOTEQUAL, 1, 0xFF);
	glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
	......
	while (!glfwWindowShouldClo...]]></description><category></category></item></channel></rss>