I'm using openGL and what I want to do is render my scene to a texture and then store that texture so that I can pass it into my fragment shader to be used to render something else.
I created a texture using glGenTexture() and attached it to a frame buffer and then rendered the frame buffer with glBindFrameBuffer(). I then set the framebuffer back to 0 to render back to the screen but now I'm stuck.
In my fragment shader I have a uniform sampler 2D 'myTexture' that I want to use to store the texture. How do I go about doing this?
For .jpg/png images that I found online I just used the following code:
glUseProgram(Shader->GetProgramID());
GLint ID = glGetUniformLocation(
Shader->GetProgramID(), "Map");
glUniform1i(ID, 0);
glActiveTexture(GL_TEXTURE0);
MapImage->Bind();
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
However this code doesn't work for the glTexture I created. Specifically I can't call myTexture->Bind() in the same way.