I have a RGBA pixmap (e.g. an antialiased circular 4x4 dot) that I want to draw over a texture in a way similar to a brush stroke. The obvious solution of using glTexSubImage2D
just overwrites a rectangular area with no respect to alpha value. Is there a better solution than the obvious maintaining a mirrored version of the texture in local RAM, doing a blending there and then using glTexSubImage2D
to upload it - preferrably OpenGL/GPU based one? Is FBO the way to go?
Also, is using FBO for this efficient both in terms of maintaining 1:1 graphics quality (no artifacts, interpolation etc) and in terms of speed? With 4x4 object in RAM doing a CPU blending is basically transforming 4x4 matrix with basic float arithmetics, totalling to 16 simple math iterations & 1 glTexSubImage2D
call... is setting an FBO, switching rendering contexts & doing the rendering still faster?
Benchmarking data would be very appreciated, as well as MVCEs/pseudocode for proposed solutions.
Note: creating separate alpha-blended quads for each stroke is not an option, mainly due to very high amount of strokes used. Go science!
You can render to a texture with a framebuffer object (FBO).
At the start of your program, create an FBO and attach the texture to it. Whenever you need to draw a stroke, bind the FBO and draw the stroke as if you were drawing it to the screen (with triangles). The stroke gets written to the attached texture.
For your main draw loop, unbind the FBO, bind the attached texture, and draw a quad over the entire screen (from -1,-1 to 1,1 without using any matrices).
Also, is using FBO for this efficient both in terms of maintaining 1:1 graphics quality (no artifacts, interpolation etc) and in terms of speed?
Yes.