Buffer is a type-agnostic data storage located directly in GPU memory. It could be considered
as a data block which content is a pile of bytes, whose meaning is defined externally.
Frame buffer is a set of images that is used as a storage for an image generated by a renderer.
It consists of one or more color buffers and an optional depth/stencil buffer. See FrameBuffer
docs for more info.
Texture is an image that used to fill faces to add details to them. It could also be used as a
generic and mostly unlimited capacity storage for arbitrary data.
Uniform buffer is a special byte storage that ensures correct data alignment suitable for GPU.
Current implementation supports std140 data layout scheme.
An equation used for blending a source pixel color with the destination color (the one that is
already in a frame buffer). This equation has different modes for rgb/alpha parts.
Blending function defines sources of data for both operands in blending equation (separately
for RGB and Alpha parts). Default blending function is replacing destination values with the
source ones.
A mask that defines which colors will be stored in a frame buffer during rendering operation.
By default, all colors are stored (every field is set to true).