Capture captures everything that is rendered between its render and done methods into a Texture using a FrameBuffer object .
Pass renders the given 3D scene into a FBO texture, to re-render it into a Quad using the given ShaderState This allows fast image processing techniques on the GPU using GLSL shaders .
an actor based image compressor uses an actor per cpu core to parallize compression of BufferedImages via ImageIO
Companion object to class Pass