'safe to replace EglImage with new EglImage using glEGLImageTargetTexture2DOES?
The code I'm working with destroys and then creates a new texture before setting a new eglImage as the texture's target:
glDeleteTextures(1, &m_tex);
eglDestroyImageKHR(display, m_eglImage);
glGenTextures(1, &m_tex);
glBindTexture(GL_TEXTURE_2D, m_tex);
m_eglImage = newEglImage;
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, m_eglImage);
However there is an issue with a shared egl context referring to the original texture or an fbo with the original texture attached (haven't found the culprit yet).
I'd like to confirm if it's valid/correct to leave the original texture and simply set a new EglImage target, replacing an existing one? like this:
eglDestroyImageKHR(display, m_eglImage);
m_eglImage = newEglImage;
glBindTexture(GL_TEXTURE_2D, m_tex);
glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, m_eglImage);
I've tried this and it works on my platform and works around the issue, but I'm looking for assurances that it is valid and will work on all platforms, not just a fluke of my gpu driver?
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