From\To | Texture | Framebuffer | Host Memory |
Texture | Bind texture to framebuffer using glFramebufferTexture | glDraw* | If OES, bind texture to framebuffer using glFramebufferTexture. Else, glGetTexImage |
Frame-buffer | glCopyTexImage2D | Multiple render targets? | glReadPixels |
Host Memory | glTex(Sub)Image2D. Can use glTexStorage2D to allocate if using new GL | Host memory -> Texture -> Framebuffer | memcpy? |
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