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I'm manipulating image masks runtime.

Now I'm using a separate FBO to render the masked image to a texture, then draw the result to the screen.

I'm just wondering if this another approach would be cheaper (regarding memory): Draw the image with a shader that uses two texture slot, one for the image, and another for the mask.

Could I spare any Memory in such a way?

Geri Borbás
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    "I'm manipulating texture masks runtime." What is a "texture mask"? Also, please stop tagging your OpenGL ***ES*** questions as "opengl". ES and desktop GL aren't the same thing. – Nicol Bolas Apr 21 '12 at 16:50
  • Let's call it image mask, just a conceptual intro on what am I doin'. I can spare one fullscreen framebuffer by the way, now it's clear. – Geri Borbás Apr 22 '12 at 11:48

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