+ // Allocate an FBO with the the given texture bound as a framebuffer attachment,
+ // or fetch a previous used if possible. Unbinds GL_FRAMEBUFFER afterwards.
+ // Keeps ownership of the FBO; you must call release_fbo() of deleting
+ // it when you no longer want it. You can get an appropriate context
+ // pointer from get_gl_context_identifier().
+ //
+ // NOTE: In principle, the FBO doesn't have a resolution or pixel format;
+ // you can bind almost whatever texture you want to it. However, changing
+ // textures can have an adverse effect on performance due to validation,
+ // in particular on NVidia cards. Also, keep in mind that FBOs are not
+ // shareable across contexts.
+ GLuint create_fbo(void *context, GLuint texture_num);
+ void release_fbo(GLuint fbo_num);
+