Following this tutorial, I am performing shadow mapping on a 3D scene. Now I want to manipulate the raw texel data of shadowMapTexture (see the excerpt below) before applying this using ARB extensions
//Textures
GLuint shadowMapTexture;
...
...
**CopyTexSubImage2D** is used to copy the contents of the frame buffer into a
texture. First we bind the shadow map texture, then copy the viewport into the
texture. Since we have bound a **DEPTH_COMPONENT** texture, the data read will
automatically come from the depth buffer.
//Read the depth buffer into the shadow map texture
glBindTexture(GL_TEXTURE_2D, shadowMapTexture);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, shadowMapSize, shadowMapSize);
- N.B. I am using OpenGL 2.1 only.