Why we need to bind a dummy framebuffer before reading the pixels of a texture?

Just by curiosity, why we need to bind a dummy framebuffer and attach the texture to its color attachment before reading back the pixels? Can we just directly bind the texture instead?

You can only read from framebuffer

I read the documentation from glReadPixels function - Windows applications | Microsoft Docs. Yes now understand better. Thank you.

No worries :slight_smile: it is important to understand how it works