+static void
+TestGetTexImageRTT(void)
+{
+ GLuint iter;
+ GLuint fb, tex;
+ GLint w = 512;
+ GLint h = 256;
+ GLint level = 0;
+
+ glGenTextures(1, &tex);
+ glGenFramebuffersEXT(1, &fb);
+
+ glBindTexture(GL_TEXTURE_2D, tex);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+
+ glBindFramebuffer(GL_FRAMEBUFFER_EXT, fb);
+ glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
+ GL_TEXTURE_2D, tex, level);
+
+ printf("Render to texture + glGetTexImage:\n");
+ printf(" Testing %d x %d tex image\n", w, h);
+ for (iter = 0; iter < 8; iter++) {
+ GLubyte color[4];
+ GLubyte *data2 = (GLubyte *) malloc(w * h * 4);
+ GLuint i;
+
+ /* random clear color */
+ for (i = 0; i < 4; i++) {
+ color[i] = rand() % 256;
+ }
+
+ glClearColor(color[0] / 255.0,
+ color[1] / 255.0,
+ color[2] / 255.0,
+ color[3] / 255.0);
+
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ /* get */
+ glGetTexImage(GL_TEXTURE_2D, level, GL_RGBA, GL_UNSIGNED_BYTE, data2);
+
+ /* compare */
+ for (i = 0; i < w * h; i += 4) {
+ if (!ColorsEqual(color, data2 + i * 4)) {
+ printf("Render to texture failure!\n");
+ abort();
+ }
+ }
+
+ free(data2);
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
+ glDeleteFramebuffersEXT(1, &fb);
+ glDeleteTextures(1, &tex);
+
+ printf("Passed\n");
+}
+
+
+
+