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@@ -7,4 +7,4 @@ We cannot directly render to processing's own texture because it's bound `GL_TEX
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I create a framebuffer object and a custom texture object, which is bound to target `GL_TEXTURE_2D`, and attach this texture to the previously created framebuffer at `GL_COLOR_ATTACHMENT0`. I then render SurfaceTexture's shader output to this framebuffer and it atomatically gets rendered upon the custom texture I created. I then call `glReadPixels` and assign these read pixels to `PImage`'s pixel array.
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For an alternative approach, please head over to pixel_manipulation branch.
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For an alternative approach, please head over to testing branch.
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