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- glBindTexture(GL_TEXTURE_2D, texture);
- glBindBuffer(GL_PIXEL_UNPACK_BUFFER, PBO);
- glBufferData(GL_PIXEL_UNPACK_BUFFER, 4 * fbw * fbh, nullptr, GL_STREAM_DRAW);
- core::types::u8* ptr = reinterpret_cast<core::types::u8*>(glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY));
- if(ptr)
- {
- background_sprite.blit_on_opengl_buffer(ptr, fbw, fbh);
- glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER); // release pointer to mapping buffer
- }
- glTexImage2D(
- GL_TEXTURE_2D,
- 0,
- GL_RGB,
- fbw, fbh,
- 0,
- GL_RGBA,
- GL_UNSIGNED_BYTE,
- nullptr
- );
- glFinish();
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