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Home/ Questions/Q 938161
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Editorial Team
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Editorial Team
Asked: May 15, 20262026-05-15T21:35:49+00:00 2026-05-15T21:35:49+00:00

I can comfortably render a scene to a texture and map that texture back

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I can comfortably render a scene to a texture and map that texture back onto a framebuffer for screen display. But what if I wanted to map the texture back onto itself in order to blur it (say, at a quarter opacity in a new location). Is that possible?

The way I’ve done it is simply to enable the texture:

glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, color_tex);

And then draw to it:

glVertexPointer(2, GL_FLOAT, 0, sv);
glTexCoordPointer(2, GL_FLOAT, 0, tcb1);
glColor4f (1.0f,1.0f,1.0f,0.25f);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);

(some code omitted, obviously)

Is there anything obviously wrong with that idea? Am I being an idiot?

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  1. Editorial Team
    Editorial Team
    2026-05-15T21:35:50+00:00Added an answer on May 15, 2026 at 9:35 pm

    No, you can’t write the texture to the same texture, that triggers undefined behaviour.

    But you can use a technique called Ping-Pong rendering, so you draw the result of the operation into another texture, and if you need to do more processing, you write the result to the first texture.

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