I have an OpenGL texture that I generate through a couple of render passes in my FBO.
Now I want to use the texture as vertex data in a VBO and render stuff with it.
Since all data is GPU-sided, is there an efficient way to transfer (or re-interpret) texture data as vertex data in OpenGL?
Or do I have to go all the way through the CPU with
// ... generate texture on GPU.
glReadBuffer(..where the texture is..);
glReadPixels(..., mainMemoryBuffer);
glBufferSubData(GL_ARRAY_BUFFER, ..., mainMemoryBuffer);
? Or is there another way to achieve what I want?