Another quick one…
I noticed that when filling a texture inside a CPP TOP, the bytes are filled from bottom to top. This is fine, but it doesn’t match the standard in many other places (where it fills from top to bottom).
To the node to correct this, it’s generally cheaper to flip the texture on the GPU. I’m just wondering if there’s a simple/boilerplate way to do this with the existing API. Or would I need to make my own texture and render that to a quad in a new fbo?