I'm struggling to understand a concept and I was hoping somebody could set me straight on it.
I'm trying to build GLSL simulations that will retain data across each draw call, but I want it all to be done on the GPU so it's quick and efficient. I understand that you do this by rendering the data you want to a texture and then reading from that texture.
I have a simple demo where I have a rendertarget which I'm drawing a color to and each draw call I want to increase the value of the color by 0.01 by reading in the current color and adding 0.01 to it, however I get the error:
Source and destination textures of the draw are the same.
Which makes me think I've misunderstood this concept entirely because I get the impression you can't pass the current rendertarget in as a texture. Could someone clear this up for me because I feel pretty confused right now