You can draw one collection of triangles that aren't connected to each other and appear to be two objects visually. You can also create two separate OpenGL contexts. One context for each of the objects you want to draw. When drawing each object make the associated context the 'current' context and make your draw calls Do i need to have separate draw call for each object i would like to render and then swap buffers? As i understand i have one VBO rendered, then another VBO is bidden and is drawn, and after all th.. To draw a scene with multiple objects, you just clear the screen, draw each object in turn, and then call whatever buffer-swap function your toolkit uses. * In practice, the GPU driver probably does some kind of command queueing in the background and somehow lets the GPU work in parallel with the CPU Do I understand correctly that the typical way to draw multiple objects that each have a different texture in OpenGL is to simply bind one texture at a time using glBindTexture and draw the objects that use it, then bind a different texture and do the same? In other words, only one texture can be active for drawing at any particular time, and. that's the main code. I create all the buffers in a similar way by basically using variations of the following 3 lines to insert the different buffer names and data, glGenBuffers(1, &vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer); glBufferData(GL_ARRAY_BUFFER,sizeof(Cube), Cube, GL_STATIC_DRAW); fragment shader
OpenGL - Drawing multiple meshes at once using VBOs and IBOs. Ask Question Asked 6 years, 6 months ago. Active 6 years, 6 months ago. Viewed 6k times 6. 1 \$\begingroup\$ I have been learning OpenGL 2.1 but using shaders, VBOs, IBOs, etc. I have gotten a rendering engine that can load and draw meshes, materials, forward lighting (no shadows yet), SceneNodes, and NodeComponents. There are no. Let's say that I need to draw 2 different objects (like a square and a triangle for example) on the screen. Right now I have 2 different classes like a Triangle and Square which have draw functions in them that work if I try to draw only one of them. I create the buffer and the array object in the main function (which means that I only have 1 VAO and VBO)
I have to draw several objects (300/400 max) whose each one consists in: 4 vertices (coordinates) a 512*512 pixels texture To display all my objects, currently, I first build 5 VBOs per object (vertices, colors, index, uv_coordinates and texture). Then, in my display function, I loop on all objects to draw them but, due to multiple calls to some functions such as bindBuffer() or glVertexAttribPointer(), I don't believe it is the optimal approach. I am also wondering how to cleverly.. So even though rendering your vertices is super fast, giving your GPU the commands to render them isn't. It would be much more convenient if we could send data over to the GPU once, and then tell OpenGL to draw multiple objects using this data with a single drawing call Instanced rendering coupled with attribute divisors is a very powerful tool to render multiple copies of the same object using only one drawing call. Using instanced rendering you only have to specify the geometry of an object once on the GPU
Multiple Objects in OpenGL The first step in looking at what happens when objects overlap is to draw more than one object. This is an opportunity to talk about a concept that will be useful in the future. An object, in terms of what you draw, can be considered the results of a single drawing call Patreon https://patreon.com/thechernoTwitter https://twitter.com/thechernoInstagram https://instagram.com/thechernoDiscord https://thecherno.com/disc.. UBOs are core but only from OpenGL 3.1 and above, so you have to explicitly enable ARB_uniform_buffer_object (name of the extension) to use them, and it will work if the card supports it (since they're not core for OpenGL 3.0 context, it might or might not be available) The OpenGL tutorial that I was following only used a single model to demonstrate various points. I wanted to draw more than one model. After some research, I came to the conclusion that I needed to create a vertex array object, once for each model, and than I can use it to access buffers and attributes for each model
Output from part 8http://dreamstatecoding.blogspot.com/2017/02/opengl-4-with-opentk-in-c-part-8.htm This work fine, but if I try to draw multiple cubes (next code for example): Techniques for drawing lines, with mouse, on 3D objects in WebGL or OpenGL? 1. How do I draw multiple irregular polygons with OpenGL ES? 7. Optimal batching for 2D objects with transparency. 1. Indexed draw vs draw array . 0. Should I draw a button using a single shape (triangle list) and draw call, or multiple. First, let me mention that OpenGL is a low level API, this means that it has no support for drawing complex geometrical objects. It is the programmer's job to combine the geometrical primitives from OpenGL in complex shapes and bodies. The basic geometrical primitives that the core OpenGL profile provide to us are points, lines and triangles. For simplicity, we are going to use only two. You might take multiple draw calls to supply OpenGL with the data required to render them, Note that instancing is only faster than other methods if you draw more than a certain amount of instanced objects. For example drawing 300 can be faster using 1 big VBO, but drawing 2 million can be faster if you use instanced rendering. If you use instanced rendering you can send per-object data. Shaders are written in a C-style language called GLSL (OpenGL Shading Language). OpenGL will compile your program from source at runtime and copy it to the graphics card. Each version of OpenGL has its own version of the shader language with availability of a certain feature set and we will be using GLSL 1.50. This version number may seem a bit off when we're using OpenGL 3.2, but that's because shaders were only introduced in OpenGL 2.0 as GLSL 1.10. Starting from OpenGL 3.3, this problem.
Draw multiple times same object but translated and rotated. Ask Question Asked 3 years, 9 months ago. Active 2 years, 7 months ago. Viewed 4k times 3. 1 \$\begingroup\$ I want to draw lots of spheres in different locations and orientations with Opengl4 and JOGL. As the vertexes and colours are the same for all of them, I have just one array for vertexes and another for colours. For the. OpenGL drawing multiple objects For Beginners. Started by MadLW November 05, 2014 03:35 PM. 2 comments, last by BitMaster 6 years, 2 months ago Advertisement. MadLW Author. 141 November 05, 2014 03:35 PM. I'm trying to make my opengl model manager with assimp.. Shows storing multiple objects into one OpenGL vertex buffer object (VBO). About Press Copyright Contact us Creators Advertise Developers Terms Privacy Policy & Safety How YouTube works Test new.
Using Multiple Vertex Buffers for One Object. We can store more than just 3d points in a vertex buffer. Common uses also include; 2d texture coordinates that describe how to fit an image to a surface, and 3d normals that describe which way a surface is facing so that we can calculate lighting. So it's quite likely that most of your objects will have 2 or 3 vertex buffers each. You can use. OpenGL 3.x and OpenGL 4.x deprecated virtually all client side rendering calls such as glEnable(GL_TRIANGLES) and glVertex3f, so how do we render things these days?. This tutorial will show you how to use Vertex Array Objects and Vertex Buffer Objects to render in compliance with OpenGL 3.x and up at blistering speeds compared to previous rendering methods in OpenGL Every model in OpenGL object is stored as a set of vertices and a set of their relations (which vertices are connected). So theoretically if you knew the position of every single dot that is used to draw a Super Star Destroyer, you could very well draw one! There are a few ways we can model objects in OpenGL: Drawing using vertices, and depending on how OpenGL interprets these vertices, we can. Code: http://pastebin.com/cbgaSBvqWhen copy-n-pastin, make sure 'Handles something' is at the end of your events!Previous: https://www.youtube.com/watch?v=id..
Element Buffer Objects. We've rendered our first triangle, but what if we wanted to do something more complex? For instance, a rectangle? OpenGL works exclusively in triangles. It has partial support for squares and other shapes, but those have been deprecated for a very long time and should not be used. You could do it by defining six vertices to make two triangles that look like they're one. Larger buffers means putting multiple objects in one buffer. However, mapping a buffer means that the entire buffer cannot be used (unless you map it persistently). So if you have many objects in one, and you need to map the data for one object, then the others will not be usable while you are modifying that one object. Formatting VBO Data. VBOs are quite flexible in how you use them. For. Generally speaking, you will need a separate draw call for each set of objects that have a different material (by material I mean a different shader, texture or other shading parameters). So the obvious approach is to group objects that have the same material, so that they can be rendered together, avoiding the expensive state changes This work fine, but if I try to draw multiple cubes (next code for example): void Draw(ESContext *esContext) { // Use the program object glUseProgram(userData->programObject); OperateWithMainMatrix(esContext, 2.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, 1.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, 0.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, -1.0f, 0.0f, 0.0f); OperateWithMainMatrix(esContext, -2.0f, 0.0f, 0.0f); eglSwapBuffers(esContext->eglDisplay, esContext. In your How I use them, you're passing *numIndicies into an openGl function. Then you're setting numIndicies = me_indicies.size(). I suspect this is probably your problem. Then you're setting numIndicies = me_indicies.size()
The geometry instancing allows us to render multiple instances of the same object in a single rendering API call. These multiple instances differ in their generic attributes, such as transformation matrices, color, scale, and so on. This feature is very useful to implement particle systems, crowd simulation, rendering of jungle trees, and so on. Compared to the traditional way of rendering. Modern OpenGL to draw using multiple Vertex Attribute Objects. - twotriangles.go. Skip to content. All gists Back to GitHub Sign in Sign up Sign in Sign up {{ message }} Instantly share code, notes, and snippets. mdmarek / twotriangles.go. Last active Aug 29, 2015. Star 1 Fork 0; Star Code Revisions 3 Stars 1. Embed. What would you like to do? Embed Embed this gist in your website. Share Copy. sothro. Author. 147. February 06, 2014 09:38 PM. Hi, Im' currently trying to draw multiple objects with opengl but when i'm trying to create my second model the program crashes with following errors: Error: 0:4: 'GL_ARB_explicit_attrib_location' : extension is disabled and then the same error with just 0:6 as difference The first thing we need to do before we start creating stunning graphics is to create an OpenGL context and an application window to draw in. However, those operations are specific per operating system and OpenGL purposefully tries to abstract itself from these operations. This means we have to create a window, define a context, and handle user input all by ourselves As a newbie OpenGL programmer, I see two ways of drawing this grid: Using a vertex buffer with the data for a single hexagon, then using a uniform offset value and iterating on the CPU to draw the same program many times until I have a grid. Creating a singular very large pre-calculated vertex buffer that draws all the hexagons in a single call
To draw we just clear the window and draw the cube. // Because our main window is double buffered we have to swap the buffers to // make the drawing visible. Animation is achieved by successively moving our // camera and drawing. The function nextAnimationFrame() moves the camera to // the next point and draws. The way that we get animation in OpenGL is to // register nextFrame as the idle function; this is done in main(). void display() { glClear(GL_COLOR_BUFFER_BIT); Cube::draw(); glFlush. OpenGL defines objects as combinations of different polygons. Using the glBegin () command, you effectively put down a pencil that will draw a shape. To lift up the pencil and begin a new shape, you must use the glEnd () command There are a few ways we can model objects in OpenGL: Drawing using vertices, and depending on how OpenGL interprets these vertices, we can draw with: points: as in literal points that are not connected in any way; lines: every pair of vertices constructs a connected line; triangles: every three vertices make a triangl Multi-draw is useful for circumstances where you know that you are going to draw a lot of separate primitives of the same kind that all use the same shader. Typically, this would be a single conceptual object that you would always draw together in the same way. You simply pack all of the vertex data into the same VAO and buffer objects, using the various offsets to pick and choose between them
Multiple objects and Multiple shaders. I have now implemented a shape factory and I draw multiple shapes by swapping out the data with the current shapes data and then applying the same matrix to the vertices and finally drawing it normally just as I do with the first shape Another method of rendering objects in OpenGL is using vertex arrays. Using vertex arrays is more efficient than using immediate mode because you don't need to call a method to plot every vertex. Vertex arrays allow you to specify a pointer to an array that defines the vertex attributes (color, normal, texture coordinate, etc.) and also a pointer to an array that defines the vertices. You can either specify a different array for every vertex attribute and the vertex positions, or you can. A function supplied by OpenGL that can morph one polygon to another. C. Mathematical operation used to create a desired behavior for points and objects How are those drawn, if all OpenGL can draw are straight lines and flat polygons? Even the image on the cover of this book includes a round table and objects on the table that have curved surfaces. It turns out that all the curved lines and surfaces you've seen are approximated by large numbers of little flat polygons or straight lines, in much the same way that the globe on the cover is. In this article I will demonstrate one possible way to generate multi-textured terrain using only the OpenGL rendering pipeline. This demo uses the GL_ARB_multitexture and GL_ARB_texture_env_combine OpenGL extensions to do the multi-textured blending based on the height of the vertex in the terrain
The optimal layout depends on the specific GPU and driver (plus OpenGL implementation), but there are some things that are just generally good ideas. Minimize vertex state changes. When rendering multiple different meshes, try to organize your data so that as many meshes as possible reside in the same buffer object with the same vertex format Now, declare a Model object and pass in the model's file location. The model should then automatically load and (if there were no errors) render the object in the render loop using its Draw function and that is it. No more buffer allocations, attribute pointers, and render commands, just a simple one-liner. If you create a simple set of shaders. OpenGL Display List. Related Topics: Vertex Buffer Object (VBO) Download: displayList.zip. Display list is a group of OpenGL commands that have been stored (compiled) for later execution. Once a display list is created, all vertex and pixel data are evaluated and copied into the display list memory on the server machine. It is only one time process. After the display list has been prepared. If you need to change a vertex array object in every frame, create multiple vertex array objects instead. For example, an app that uses double buffering might configure one set of vertex array objects for odd-numbered frames, and a second set for even numbered frames. Each set of vertex array objects would point at the vertex buffer objects used to render that frame. When a vertex array object's configuration does not change, OpenGL ES can cache information about the vertex.
Clicking on objects Draw the opaque part of the world so that the depth buffer already can reject hidden transparent triangles; Sort transparent triangles, from the furthest to the closest; Draw the transparent triangles. You can sort whatever you want with qsort (in C) or std::sort (in C++). I won't dig in the details, because Caveat. Doing so will work ( more on this in the next. OpenGL works exclusively in triangles. It has partial support for squares and other shapes, but those have been deprecated for a very long time and should not be used. You could do it by defining six vertices to make two triangles that look like they're one shape, but that would be a waste since a rectangle only needs four vertices Anything rendered with this program while the multiview framebuffer object is bound will be rendered to both texture layers from different view angles without having to do do multiple draw calls. Having rendered your VR scene to separate layers for each eye, the results now need to be rendered to the screen. This is easily done by binding the texture and rendering with it as a 2D array texture. Renderbuffer objects were introduced to OpenGL after textures as a possible type of framebuffer attachment, Just like a texture image, a renderbuffer object is an actual buffer e.g. an array of bytes, integers, pixels or whatever. However, a renderbuffer object can not be directly read from. This gives it the added advantage that OpenGL can do a few memory optimizations that can give it a.
In this article, we will create a simple game scene and apply different textures to the drawn scene using OpenGL in C/C++ Our basic assumption was that we'd like to keep the OpenGL freedom of being able to set uniforms before each draw call, even if there are multiple draws per frame. The reasoning behind this was that NAP is very versatile in its drawing. We may want to draw a single object multiple times, but we may also want to draw it multiple times to multiple windows. And we would like to keep the.
With Assimp we can load many different models into the application, but once loaded they're all stored in Assimp's data structures. What we eventually want is to transform that data to a format that OpenGL understands so that we can render the objects. We learned from the previous chapter that a mesh represents a single drawable entity, so let. Clicking on objects // Draw the triangles ! glDrawElements (GL_TRIANGLES, // mode indices. size (), // count GL_UNSIGNED_INT, // type (void *) 0 // element array buffer offset ); (quick note : it's better to use unsigned short than unsigned int, because it takes less memory, which also makes it faster) Filling the index buffer. Now we actually have a problem. As I said before.
Framebuffer Object Structure. As standard OpenGL Objects, FBOs have the usual glGenFramebuffers and glDeleteFramebuffers functions. As expected, it also has the usual glBindFramebuffer function, to bind an FBO to the context. The target parameter for this object can take one of 3 values: GL_FRAMEBUFFER, GL_READ_FRAMEBUFFER, or GL_DRAW_FRAMEBUFFER ARB_multi_draw_indirect (MDI), OpenGL 4.3 core, allows accelerating draw-call submission. Compared to instancing we can draw any sub-range of vertex/index-buffers. To make most use of this feature use the previous encouraged larger buffers for geometry data, as it will allow drawing many geometries at once via MDI. The MDI buffer can also be filled from different threads using persistent. You may create multiple OpenGL rendering contexts, and share OpenGL objects among multiple RCs, for example, a texture object created in the first RC can be used in the second RC. Because multiple RCs may run asynchronously with multiple threads and windows, you have to synchronize OpenGL rendering pipeline properly with GL_ARB_sync extension ( blocks further OpenGL calls until the current. A transparent physical material shows objects behind it as unobscured and doesn't reflect light off its surface. Clear glass is a nearly transparent material. Although glass allows most light to pass through unobscured, in reality it also reflects some light. A perfectly transparent material is completely invisible. A translucent physical material shows objects behind it, but those objects are.
Basically: you need to use one of the Instanced drawing functions to draw multiple instances. Then you can use glVertexAttribDivisor() to indicate that a particular attribute is per-instance (or per N instances) rather than per-vertex, i.e. the same element from the attribute array will be used for all vertices within an instance. 3DPrgme We can find a lot of samples to introduce painting object by OpenGL ES 2.0 codes. Typically, the.. To make blending work for multiple objects we have to draw the most distant object first and the closest object last. The normal non-blended objects can still be drawn as normal using the depth buffer so they don't have to be sorted. We do have to make sure they are drawn first before drawing the (sorted) transparent objects. When drawing a scene with non-transparent and transparent objects the general outline is usually as follows
Hi, i've now read in most of my data from my 3D file i want to display. But my file can have multiple Model chunks each with different model matrices. The rough structure of the project: I have an instance of an OGL In this case, I'm trying to develop a little GUI library, and the thing is that most objects in a GUI have only a single color, yet I also want to be able to draw objects with one color per vertex, so my options are : * store one color per vertex anyway for every objects (wasted bandwidth) * use twos vertex shaders, one with just position, the other with position + color, and switch program within each frame (apparently not so great for the command buffer) * have a single program taking. mode. Specifies what kind of primitives to render. Symbolic constants GL_POINTS, GL_LINE_STRIP, GL_LINE_LOOP, GL_LINES, GL_LINE_STRIP_ADJACENCY, GL_LINES_ADJACENCY, GL_TRIANGLE_S GL_STATIC_DRAW tells OpenGL that you intend to only set the data in this buffer object once. GL_STREAM_DRAW tells OpenGL that you intend to set this data constantly, generally once per frame. These parameters do not mean anything with regard to the API; they are simply hints to the OpenGL implementation. Proper use of these hints can be crucial for getting good buffer object performance when making frequent changes. We will see more of these hints later
3. Call glTexImage2D (for 2D textures) to load the texture into OpenGL. 4. Draw some geometry with texture coordinates OpenGL. Modern OpenGL: Part 8 Multiple Vertex Array Objects and Drawing a Gradient Background; Modern OpenGL: Part 8 Multiple Vertex Array Objects and Drawing a Gradient Background. OpenGL, Tutorial / By dokipen. We can accomplish this by setting the output of the geometry shader to triangle_strip and draw a total of three triangles: two for the square house and one for the roof. A triangle strip in OpenGL is a more efficient way to draw triangles with fewer vertices These extensions allow applications to draw large numbers of objects with only a few setup calls, rather than a few calls per object, thus reducing the driver overhead necessary to render highly populated scenery
Drawing an icosphere in OpenGL is identical to Sphere C++ class object. Please refer to Sphere example section above. To construct an icosphere object, it requires 3 parameters; radius, subdivision and surface smoothness. You can change the radius and subdivision level after it has been constructed. If the subdivision is 0, then it is the same as an icosahedron We will first recompute position, horizontalAngle, verticalAngle and FoV according to the inputs, and then compute the View and Projection matrices from position, horizontalAngle, verticalAngle and FoV. Orientation. Reading the mouse position is easy : // Get mouse positionintxpos,ypos;glfwGetMousePos(&xpos,&ypos) You may have noticed that OpenGL requires many function calls to render geometric primitives. Drawing a 20-sided polygon requires at least 22 function calls: one call to glBegin(), one call for each of the vertices, and a final call to glEnd(). In the two previous code examples, additional information (polygon boundary edge flags or surface normals) added function calls for each vertex. This can quickly double or triple the number of function calls required for one geometric. If i understand it right, the instanced draw takes one mesh and draws it multiple times with different settings (for example i have a tree model and want to display a forest, so i have one model draw multiple times each time with a different MVP). My Problem: I have one .msh file that contains multiple models. Each model has a number of.
An Efficient Way to Draw Approximate Circles in OpenGL Introduction. OpenGL is well known to not posses any method to rasterize non-straight curves. As such, whenever one is required to draw a curve, one has to either rasterize it himself (through GL_POINTS) which is slow, or approximate it using a number of line segments by drawing a many sided regular polygon. The latter method shall be. ang = v * da; pent[v][0] = cos (ang); pent[v][1] = sin (ang); } glBegin (GL_LINE_LOOP); // Draws pentagon. for (v = 0; v < 5; v++) glVertex2fv(pent[v]); glEnd(); This should draw a pentagon with vertices on the unit circle. Haven't tested this code. But it should be close to what you need At any time, in OpenGL we have a framebuffer for drawing operations, and another for reading operations. By default these are the same, i.e. the default framebuffer is used for both purposes. When we use a framebuffer object we can bind it for drawing, reading, or both. When draw commands are issued they are directed to the framebuffer bound a When drawing objects in OpenGL, it can be annoying that you do a translation, and then before drawing the next shape, you have to do a reverse translation to fix your positions. Well OpenGL being a state machine, has the ability to pop and push the current model view matrix, meaning you push on a duplicate of the current matrix before you do your translation, and then revert to the old matrix. Drawing multiple instances of data captured from GPU vertex processing (including tessellation), to enable complex objects to be efficiently repositioned and replicated Support for modifying an arbitrary subset of a compressed texture, without having to re-download the whole texture to the GPU for significant performance improvement
Hi, I'm just learning OpenGL and try to draw multiple objects and use multiple vertex and index buffers for that. If I use different VAOs it works fine, but with only one I don't get it working. So is every VAO meant t The camera in OpenGL cannot move and is defined to be located at (0,0,0) facing the negative Z direction. That means that instead of moving and rotating the camera, the world is moved and rotated around the camera to construct the appropriate view. Older versions of OpenGL forced you to use ModelView and Projection transformations. The. Fragment Shader - OpenGL ES code for rendering the face of a shape with colors or textures. Program - An OpenGL ES object that contains the shaders you want to use for drawing one or more shapes. You need at least one vertex shader to draw a shape and one fragment shader to color that shape. These shaders must be compiled and then added to an.
Vulkan makes it possible to create multiple buffer objects within a single memory allocation. The classic method often seen in GL code is that allocations <click>, buffer objects <click> and buffer object uses are <click> one to one allocations. This is clearly not optimal for memory allocation A GLSurfaceView is a specialized view where you can draw OpenGL ES graphics. It does not do much by itself. The actual drawing of objects is controlled in the GLSurfaceView.Renderer that you set on this view
In the previous chapter (Chapter 12), we discussed how to draw a triangle using WebGL. In addition to triangles, WebGL supports various other drawing modes. This chapter explains the drawing modes supported by WebGL. The mode Parameter. Let's take a look at the syntax of the methods − drawElements() and draw Arrays() Chapter 3: Index Buffer Objects and Primitive Types. Now that we've drawn our first geometric shapes in Chapter 2, it's time to step up the complexity a bit.While uploading our vertices to the GPU and rendering them all as a batch is a great solution for a single triangle, you will soon notice that as geometric complexity increases, so does the need for more efficient rendering methods Combine multiple transformations to mimic sophisticated systems in motion, such as a solar system or an articulated robot arm ; Reverse or mimic the operations of the geometric processing pipeline; Chapter 2 explained how to instruct OpenGL to draw the geometric models you want displayed in your scene. Now you must decide how you want to position the models in the scene, and you must choose a. To allow multiple OpenGL contexts to share the same data B. To allow networked gameplay to occur between multiple OpenGL clients C. To allow the GPU to run multiple applications at the same time Ans: A. If a coordinate system (CS1) is transformed into another coordinate system (CS2) using a matrix M, is it possible to go from CS2 to CS1 and how? A. Yes, apply M again. B. Yes, apply the inverse.
draw A A A A CUDA OpenGL /DX vsync . Interoperability behavior: multiple GPUs Each context owns a copy of the resource Tasks are serialized map/unmap might do a host side synchronization time compute Synchronize/ Unmap draw A A A /DX A A CUDA OpenGL vsync A Synchronize/ Map A . Interoperability behavior: multiple GPUs Improvements If one of the APIs is a producer and another is a consumer then. If a multisample framebuffer object is used then the value returned from this function will be invalid. When multiple textures are attached, the return value is the ID of the first one. See also takeTexture() and textures(). QVector < GLuint > QOpenGLFramebufferObject:: textures const. Returns the texture id for all attached textures