I need to use the FBO destination texture as a source texture for the next frame, how can I do this most efficiently? (Without reuploading the texture between CPU ad GpU every frame)
I’m trying to implement destroyable 2d pixel terrain.
The first frame I render the original background texture to FBO and then draw all the deformations using primitives with alpha value set to 0. It works - holes appear in the result.
The second frame, I have to use the texture generated in the FBO last frame, as the source texture for this frame. If I used the original background texture again, my changes would be lost.
Any help would be appreciated