Just bind your texture, and render to another one channel texture with a
simple fragment program (GLSL). You can to this with the frame buffer
object (in a very complicated way, initalization may take one screen...).
Maybe it is even possible to just select the channel to draw and do it
without GLSL, but i deosn't have complete picture on this one.
Btw. do you know a way how to re-use texture data as vertex data without
pulling it out the graphics ram?
sid schrieb:
> I have a texture of size width*height in format GL_RGBA, which I use
> to store vertex data (x,y,z,w) for each vertex. I have width*height
> number of vertices. Now I want to create a buffer which will store the
> x value of each vertex from the texture.
> I want this to be done on the gpu only. Is there any way to do this ?


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