For convenience, OpenGL proposed the concept of FBO as an extension. It is intuitively similar to the off-screen surface rendering in D, that is, the result can be rendered to a non-screen surface, it is generally a texture object, and then you can use this object just like using a texture. The most direct example is the rearview mirror, dynamic texture. In the past, PbO may be used for implementation, or image copying. With FBO, PbO may be gradually forgotten. FBO is proposed for this purpose.
The specific principle is not mentioned. refer to the following Article, To be clear: Begin. If you really want to learn more about detail, you can refer to specification. The following figure shows the link demo in the reference: Two fbrs are used in the demo, CodeThere are comments in it. Generally, You can query the video card to support up to a few FBO codes. Download: fbo_demo