2
\$\begingroup\$

With OpenGL 3.3, is it allowed/okay to bind different sized textures to a frame buffer?

I.e.

glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D, GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture200x200,0);
glViewport(0,0,200,200);
/*....
some time later 
... */
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D, GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture500x500,0);
glViewport(0,0,500,500);

I.e. texture200x200 is a 200x200 sized texture, and texture500x500 is 500x500, fbo is the same framebuffer each time.

My use case is a need to render to texture several times in a frame, and each of these textures is arbitrarily sized.

\$\endgroup\$
1
\$\begingroup\$

There is nothing in the documentation that suggests that you can't do this, and thus it should not cause a problem.

\$\endgroup\$

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.