glDrawPixels vs textures to draw a 2d buffer in OpenGL
<p>I have a 2d graphic library that I want to use in OpenGL, to be able to mix 2d and 3d graphic. The simplest way seems to be with glDrawPixels, but many recent tutorial, and forums, suggest to use a texture with the command glTexSubImage2D, and then to draw a square with such a texture.</p>

<p>My question is: why? where is the advantage? It just adds one more step (memory buffer->texture->video buffer, instead of memory buffer->video buffer).</p>