in directx, if i set a rendertarget which is still bind as a shader resource texture, it will cause a render error.
so, if we want to use that surface as a rendertarget, we must unbind this texture, like directx api:
DX9->SetTexture(i, NULL);
i want to know, is there any same question in opengl, if i create a texture2d and attach to a framebuffer, and then render something on it.
next step i use this texture as a normal texture, if it is still bind when the next frame, is it cause any errors? may be cause glClear failure by Invalid Operation?