Jump to content

  • Log In with Google      Sign In   
  • Create Account

We're offering banner ads on our site from just $5!

1. Details HERE. 2. GDNet+ Subscriptions HERE. 3. Ad upload HERE.


#ActualB_old

Posted 19 November 2013 - 01:32 PM

I'm reading about texture readback in OpenGL and as usual I find many different possibilities. 

From D3D I'm used to copying the texture I want to read back into a staging texture which I than map in order to read the pixels. Should I basically do the same in OpenGL or is there a preferred way?

There is both glReadPixels() and glGetTexImage() and they seem to basically do the same thing.

Pixel buffer objects are often mentioned in this context and seem to be a means of making the previous calls asynchronous until you map the PBO. Is that correct?

So is glGetTexImage() & PBO a good approach or should I still copy to a different texture first, so that I can continue rendering to the texture I want to read back?


#1B_old

Posted 19 November 2013 - 08:25 AM

I'm reading about texture readback in OpenGL and as usual I find many different possibilities. 

From D3D I'm used to copying the texture I want to read back into a staging texture which I than map in order to read the pixels. Should I basically do the same in OpenGL or is there a preferred way?

There is both glReadPixels() and glGetTexImage() and they seem to basically do the same thing.

Pixel buffer objects are often mentioned in this context and seem to be a means of making the previous calls asynchronous until you map the PBO. Is that correct.

So is glGetTexImage() & PBO a good approach or should I still copy to a different texture first, so that I can continue rendering to the texture I want to read back?


PARTNERS