I want to blur my scene by copying the color buffer to texture, bluring the texture and drawing it on quad.
I’m thinking to use one of the mipmap level (i.e. 2), in order to force the GPU to do linear magnification (on smaller copy of the texture) - and blur it.
(I know there are other ways to it (maybe even better), but I need to do it in this way)
My question is how I can generate mipmaps on texture that is in the GPU memory (after glCopyTexImage2D( )).