I want to use one rendertexture multiple times to create different images (As i've found deleting and creating new render textures to create massive memory leaks)
Basically i want to copy the 'texture' data from the rendertexture into a new sf::Texture.
I saw that you could save a render texture's texture to file, and then load it again into a new texture, however this would be pretty inefficient for per-step events.
Sorry if there is a simple function for this, i did look for a few minutes, but found no 'completely obvious' functions that do this.
As RenderTexture.GetTexture() will change as the render-texture changes.
As i was writing this, i thought of doing:
sf::Texture TestTexture;
TestTexture = RenderTexture.GetTexture();
Would this copy the texture data? or would it also keep a pointer to the texture data. I don't exactly have time to test it right now, so, sorry for a seemingly stupid question which i should probably hold off until i test that code myself.