I’m trying to store the Color texture of an Fbo into a gl::TextureRef but with no luck. I’m wondering if it’s possible at all.
My first idea was to do something like this:
mTexture = gl::Texture::create( mFbo->getColorTexture() );
But there is no matching constructor…
mTextureA = mFbo->getColorTexture();
just passes the underling reference so whenever the fbo get’s updated the texture also changes, some that I don’t want
I did manage to store the data by rendering it’s texture into another fbo, but I was wondering if there was a more straight forward / less hackish way…