Hi ! I wanted and explanation about those 2 terms. I’m confused.
For now, I’ve learned about frame buffer on WebGL fondamentals.
I used a lot of time render targets, basically any time I need to make some composition with effects as simple as opacity. But that seems to be not efficient.
Also, there is FBO, which is even more confusing, from what I understand FBO is a frame buffer used as textured just for storing and passing a bunch of data to a shader. (for particles for example)
So, what are those 3 terms, are they different ? and how / when to use them ?