September 2018
Intermediate to advanced
472 pages
15h 36m
English
Create a texture to store the results of our fractal calculation. The image should be bound to the image texture unit 0 using glBindImageTexture:
GLuint imgTex;
glGenTextures(1, &imgTex);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, imgTex);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 256, 256); glBindImageTexture(0, imgTex, 0, GL_FALSE, 0, GL_READ_WRITE,
GL_RGBA8);
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