So, The triangle drawing part i think it can be done using glVertexAttribPointer and glDrawArrays rite ?? and also is it possible to attach shaders(vertex shaders) and program objects with FBOs ??
So i will be basically binding them and unbinding them continuously.. will that create any problems ??
As in i have linked some programs with the FBO and now there is a unbind and then i bind it.. will they still be there on the texture when i draw it onto screen ??
it is worth reading the spec of that extension http://www.opengl.org/wiki/GL_EXT_framebuffer_object.
i heard that switching FBOs is a tough job, than switching buffers..
So wat would you suggest ?? one FBO with many render buffers and textures ? or many FBOs itself ?