1、初始化
glGenBuffers(1, &m_PBO);
glBindBuffer(GL_PIXEL_PACK_BUFFER, m_PBO);glBufferData(GL_PIXEL_PACK_BUFFER, m_ScreenHeight * m_ScreenWidth * 4, NULL, GL_DYNAMIC_READ);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
2、从默认FBO到PBO
glBindBuffer(GL_PIXEL_PACK_BUFFER, m_PBO);
glReadPixels(0, 0, m_ScreenWidth, m_ScreenHeight, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
Datas = (unsigned char*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
需要注意的是,若只用一个PBO进行数据处理的话,当glUnmapBuffer函数执行时,之前的有关PBO的操作将会被打断,造成数据的丢失。