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- glGenTextures(1, &tex);
- glBindTexture(GL_TEXTURE_2D, tex);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 640, 480, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- glGenFramebuffers(1, &renderTexture);
- glBindFramebuffer(GL_FRAMEBUFFER, renderTexture);
- glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, tex, 0);
- if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
- {
- std::cout <<"n Error in framebuffer";
- }
- GLint val = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- if(val != GL_FRAMEBUFFER_COMPLETE)
- {
- std::cout <<"n Error in framebuffer : 2";
- }
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glClearColor(0.0f,1.0f,0.0f,0.0f);
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
- glBindFramebuffer(GL_READ_FRAMEBUFFER, renderTexture);
- glBlitFramebuffer(0, 0, 128, 128, 0, 0, 128, 128, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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