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Apr 7th, 2020
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C++ 0.56 KB | None | 0 0
  1. glBindTexture(GL_TEXTURE_2D, texture);
  2. glBindBuffer(GL_PIXEL_UNPACK_BUFFER, PBO);
  3. glBufferData(GL_PIXEL_UNPACK_BUFFER, 4 * fbw * fbh, nullptr, GL_STREAM_DRAW);
  4. core::types::u8* ptr = reinterpret_cast<core::types::u8*>(glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY));
  5. if(ptr)
  6. {
  7.     background_sprite.blit_on_opengl_buffer(ptr, fbw, fbh);
  8.     glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);  // release pointer to mapping buffer
  9. }
  10. glTexImage2D(
  11.     GL_TEXTURE_2D,
  12.     0,
  13.     GL_RGB,
  14.     fbw, fbh,
  15.     0,
  16.     GL_RGBA,
  17.     GL_UNSIGNED_BYTE,
  18.     nullptr
  19. );
  20. glFinish();
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