OpenGL ES maintains multiple internal color buffers that are ultimately drawn on screen in sequence. Is there any way to access these buffers manually?
Why do I want to access them? Texture uploads performance seem to be good for short animations, but not for regular screen repainting, at least when compared to a direct buffer memcpy to the framebuffer(correct me if I am wrong).
Therefore, I would like to use OpenGLES textures for my animations, but direct memcpy's for regular screen repainting/refreshing. Is there ANY way I can make this happen? Thanks for your help.