Rachael wrote:Well technically what will happen is you will simply see the previous frame when the current one is rendered, so no, it shouldn't be too much of an issue. The problem with infinite recursion would simply come from marking the texture as needing a refresh as it is being shown, but if it works now then that's not likely going to be an issue.
It also depends on how it's being rendered. It needs to be using a separate buffer for rendering, or it'll try to read from the same texture it's drawing to, which is undefined behaviour on all the hardware rendering APIs GZDoom supports, as far as I know.
It generally shouldn't
crash, just result in garbage input, but since it's undefined behaviour, there's no guarantees.
If it's using a separate buffer, though (e.g., for double buffering), it should do exactly as Rachael described.