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Can I blit a surface in an openGL context?
ste3e


Joined: 13 May 2011
Posts: 7
Location: NZ
I am using Derelict3 which is is SDL2 and GL3 core. I have a deferred shading setup and am thinking that once I have drawn the screen aligned quad with the textures from the first shader pass I am looking at a SDL_Surface and am wondering if I can blit my hud straight onto the surface before calling SDL_GL_SwapWindow(win)? Or do I need to render texture mapped quads in front of the main screen aligned quad?