Hey Guys,
I'm trying to bind a specific Level of an offscreen-render-texture to let's say texture target 0.
Now the default way of binding a texture doesn't allow that, so this is my workaround.
It's ugly, inconsistent and I don't like it.
public void bind(int textureId) {
glActiveTexture(GL_TEXTURE0 + textureId);
glBindTexture(GL_TEXTURE_2D, textureHandle);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, baseLevel);
}
So I found this function "glBindImageTexture", which I still dont' understand.
public void bind(int textureId, int level) {
glBindImageTexture(textureId, textureHandle, level, false, 0, GL_READ_ONLY, GL_RGBA32F);
}
Is this what I want? Do I use it right? Also I can't use formats like GL_RGB32F - without the Alpha channel.
All I get is a grey Rect, when I render this texture with "glBindImageTexture".