Can I bind a 2000x2000 texture to a color attachment in a FBO, and tell OpenGL to behave exactly as if the texture was smaller, let’s say 1000x1000?
The point is, in my rendering cycle I need many (mostly small) intermediate textures to render to, but I need only 1 at a time. I am thinking that, rather than creating many smaller textures, I will have only 1 appropriately large, and I will bind it to an FBO at hand, tell OpenGL to render only to part of it, and save memory.
Or maybe I should be destroying/recreating those textures many times per frame? That would certainly save even more memory, but wouldn’t that cause a noticeable slowdown?