Why is uploading to a texture then rendering a quad recommended over glDrawPixels?
edit: looks like glDrawPixels takes twice the time to run as glTexSubImage2D->render quad does in my tests
Why does glCopyBufferSubData not work for this?
//glDrawPixels( 640, 480, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0 ); // works glBindBuffer( GL_COPY_WRITE_BUFFER, GL_BACK_LEFT ) ; glCopyBufferSubData( GL_PIXEL_UNPACK_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, 256 ); // fails 0x501
Edited by aqrit, 27 October 2013 - 01:00 PM.