Am Donnerstag, 29. November 2007 13:24:28 schrieb Mark:
> Thanks - no, I wasn't checking glError.
>
> 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.
You can just read back single channels, e.g. GL_RED or GL_ALPHA
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