I can comfortably render a scene to a texture and map that texture back onto a framebuffer for screen display. But what if I wanted to map the texture back onto itself in order to blur it (say, at a quarter opacity in a new location). Is that possible?
The way I've done it is simply to enable the texture:
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, color_tex);
And then draw to it:
glVertexPointer(2, GL_FLOAT, 0, sv);
glTexCoordPointer(2, GL_FLOAT, 0, tcb1);
glColor4f (1.0f,1.0f,1.0f,0.25f);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
(some code omitted, obviously)
Is there anything obviously wrong with that idea? Am I being an idiot?