While developing a small 2D engine, I stumbled across a little design problem which I'm unfortunately with my level of knowledge unable to solve without the help of you.
Let me explain: The game I'm developing the 2D engine for should contain complex effects, which likely would require multiple render passes. The problem is, I'm not sure if I understood the concept of multipass rendering right.
At this level of knowledge, I would implement it this way:
The question is now if this is the most efficent way of solving my problem, or if there are any better ways of doing this out there.
Render that texture to the same FBO by using the shader for the first pass
You cannot simultaneously read from and write to the same image in the same texture. Well, you can, but you get undefined behavior, which probably isn't helpful. So you need to either use multiple textures or perhaps use NV_texture_barrier where available.