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Reading from a texture

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be careful, it reads all the image, which is very slow.

A bit faster
If you need performance, render the texel you need on screen in a merely invisible place (eg pixel on a screen corner) and call glReadPixels on that pixel only.

Alot faster, but wastes RAM
Also the faster is to store the texture once in RAM and then do not free that memory. It wastes alot of memory but is clearly the fastest method. Note that this optimization does not work with dynamic textures.

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