So I’ve given up plans of sussing the most predominant colours in a stream of texture, due to lack of overhead here. In an attempt to keep my patch as light on cpu as possible I was wondering if we can do "ReadPixels(100, 100, sizei 1, sizei 1"… etc etc. – basically what I am looking to do is to sample colours from the framebuffer.
Alternatively: What is the cheapest way of sampling colours from a texture?
I have very little experience in doing direct GL calls, and I’d really appreciate any pointers you may have.
yes, very long time ago(in jitter time scale) it was the only (sane)
way to get gpu gl rendering back to jit.matrix.
I was using it with just the matrix name: glreadpixel readbackmatrix,
where readbackmatrix was the 4 char matrix with the same size as
On Jul 22, 2007, at 7:19 PM, Andreas Wetterberg wrote:
> thanks, nesa. I’ve always found jit.gl.sketch’s possibilities a
> bit confusing, since the manual is one big blur of "Please see the
> Red Book", and so on.
> Have you used "glreadpixels"?