magic-pixels
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    Rendering to textures

    Everything so far ended on the canvas. This chapter is about drawing into a texture instead, and what that makes possible: the picture can be processed before anyone sees it, and it can be used as an input to the next draw. Shadows, reflections, picking and post-processing all start here.

    • Render targets: framebuffers and their attachments, and how a RenderTarget maps onto them.
    • Tone mapping: why the scene is rendered in linear HDR and converted to sRGB in a final pass, and how a fullscreen pass works.