Original Post
HI, I am new so i don't know exactly who i should ask!!! I would like to know how to have access to the frame buffer object. Here is my code: // texture glGenTextures(1,&tex); //initialize textures glBindTexture(GL_TEXTURE_2D,tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,256,256,0,GL_RGB,GL_FLOAT,color_YUV444); //FBO glGenFramebuffersEXT(1, &fb); //initialize frame buffers glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,GL_COLOR_ATTACHMENT0_EXT,GL_TEXTURE_2D,tex, 0); check();//chek if the frame buffer object is well attached // render to the FBO glBindTexture(GL_TEXTURE_2D, tex); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb); // render to the window, using the texture glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); glBindTexture(GL_TEXTURE_2D, tex); I would like to know how I can have access to the texture. My goal is to write my figure in the frame buffer object(the color), and then pass it as a texture to my fragment shader in order to filter it??? But I don't know how to access the frame buffer as a texture??