Original Post
Has anyone tried "glDrawPixels() + EXT_framebuffer_object combination ? For example:- ----------- -> create a texture. -> create fbo. -> Bind texture to fbo. -> call glDrawPixels(). -> Texture map the contents of the texture to check if the contents are correct. When I create a texture should I call the glTexImage2D() or will the driver automatically allocate the memory on the GPU ?