I want to use OpenGL ES to scale and display an image on the screen. The image is going to be updated about 20 times per second, so the idea was to paint directly into the texture. While scaling should be done by the graphic card, the pixel format is guaranteed to be in the correct format by my application. My application needs to manipulate the image on a pixel-by-pixel basis. Due to the architecture of the application I would like to avoid calls like settexel(x,y,color)
but write directly into memory.
- Is it possible to directly access a texture in the (graphic card's?) memory and change it pixel-wise?
- If not, is it possible to use something like
settexel(x,y,color)
to change a texture?
Thanks for any help!