So, I'm forced to write the output to an ARGB FBO - can't I then just
copy the contents of the framebuffer to a texture with fewer
components (using glCopyTexSubImage2D), or is this behavior also not
defined in OpenGL?
The reason I really want to have the information on a 1 (or 2)
component texture is I will be reading it back to the CPU, so avoiding
the 3 (or 2) extra components will make the readback a lot faster.
Mark
On 29.11.2007, at 05:34, Kent Miller wrote:
Non-RGB FBOs are specifically left out of the FBO extension. I
would be surprised if you aren't getting glError() set - are you
checking it?
Hi list,
I've been trying to write the output of a fragment shader to
LUMINANCE texture, but all I get then is a completely black texture.
Question: do FBOs support writing directly to a texture with fewer
than 4 components - how?
If not, is there any workaround?
Thanks
Mark
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