I’m writing some code where all I have access to is a textureID to get access to the required texture. Is there any way that I can get access to the RGB values of this texture so I can perform some computations on it?
EDIT: I am looking for the inverse of glTexSubImage2D. I want to get the texture data rather than replace it.
You are probably looking for
glGetTexImageBefore using
glGetTexImage, don’t forget to useglBindTexturewith your texture ID.