Cogl.Offscreen.new_with_texture
Description: Reference for Cogl.Offscreen.new_with_texture

### Constructor

# Cogl Offscreennew_with_texture

#### Declaration [src]

    CoglOffscreen*
    cogl_offscreen_new_with_texture (
      CoglTexture* texture
    )

#### Description [src]

This creates an offscreen framebuffer object using the given `texture` as the primary color buffer. It doesn’t just initialize the contents of the offscreen buffer with the `texture`; they are tightly bound so that drawing to the offscreen buffer effectively updates the contents of the given texture. You don’t need to destroy the offscreen buffer before you can use the `texture` again.

This api only works with low-level `CoglTexture` types such as `CoglTexture2D` and not with meta-texture types such as `CoglTexture2DSliced`.

The storage for the framebuffer is actually allocated lazily so this function will never return `NULL` to indicate a runtime error. This means it is still possible to configure the framebuffer before it is really allocated.

Simple applications without full error handling can simply rely on Cogl to lazily allocate the storage of framebuffers but you should be aware that if Cogl encounters an error (such as running out of GPU memory) then your application will simply abort with an error message. If you need to be able to catch such exceptions at runtime then you can explicitly allocate your framebuffer when you have finished configuring it by calling `cogl_framebuffer_allocate()` and passing in a `GError` argument to catch any exceptions.

#### Parameters

`texture` | `CoglTexture`
| A `CoglTexture` pointer.
| The data is owned by the caller of the function.

#### Return value

Returns: | `CoglOffscreen`
| A newly instantiated `CoglOffscreen` framebuffer.
| The caller of the function takes ownership of the data, and is responsible for freeing it.