   Question On Render to Texture With Pixel Buffers
  I'm trying to render to a texture.  I need to draw simple objects to the screen based on real-time user interaction.  However, I have a complex background which changes on a regular basis.  The complex background changes at a slower rate over time.  Hence, I was planning to render the complex background to a texture and simply drawing the simple objects over a quad with the texture mapped over it.  I was came across Pixel Buffers.  How is it different from simply creating a separate render context and doing a glBindTexture with a glCopyTexSubImage2D?  Will Pixel Buffers buy me anything?  Thanks.   
  Hi,Pixel buffers save the copy from one area of graphics memory to another that you do with glCopyTexSubImage2D, so should be quicker. However they are a bit fiddly to setup. If you are starting out and can allow for modern drivers, i'd look into Frame Buffer Objects (FBO's).GOCP   ;  Thanks.  I would love to use FBO's but my video card does not support it.  Thank you Realtech :)   ;  pixelbuffers in fact can be slower than just using the screen + glCopyTexSubImage2d(..) the benifit of pixelbuffers (FBO) is youre not limited to screensize/hidden screen etc   ;  Plus, they're a lot easier to implement.   