Hi,
I am trying to come up with a way of doing the following using OpenGL:
A client receives multiple png images from a server (it can be thousands of them). Each image has an x,y coordinate for where it should be rendered.
I need to render these images as mosaic on an off screen surface. The server will indicate when it is time to flip the offscreen surface and show it on the screen.
The offscreen surface and the screen has the same size, and the size is known a head of time.
With other graphics libraries I have used an offscreen surface and done blits of the images as they are coming in.
In OpenGL I do not see the concept of offscreen surfaces that can blit images. It looks like textures are used to load images, but theres is only one image per texture. There are also texture arrays and frame buffers, but all of these require that I keep all the images in memory and then render them. To save memory I need to to have one image that is as big as the screen that I can modify (by applying the new images as they are coming in from the server).
What would be the best approach to accomplish this in OpenGL?
Thanks!