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Type: Posts; User: BanskiAchtar

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  1. I see. Ultimately I will end up rendering the...

    I see. Ultimately I will end up rendering the original texture onto a new texture, and then read the pixels from the new texture. This will sidestep the issue (since I will never render using the...
  2. Sorry, I am not completely sure what you mean by...

    Sorry, I am not completely sure what you mean by this.
  3. Hmm, I'm still thinking about this answer--it...

    Hmm, I'm still thinking about this answer--it doesn't quite match up with what I'm doing, but maybe you are on to something. Just to be clear, I'm never rendering to a texture which is attached to...
  4. Thanks for the suggestion; I did try...

    Thanks for the suggestion; I did try gl.glReadBuffer(GL2.GL_NONE) before and/or after the "detach texture" line. It has no observable effect.

    Also, I tried running this project in Windows 7 (with...
  5. Attaching texture to framebuffer for reading causes slow rendering later

    Some context: I have a project which creates thumbnails of textures when they are loaded to be used in the GUI. This is achieved by attaching the texture to a framebuffer and using glReadPixels. ...
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