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Reading specific pixels from a texture...

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I've done pretty much all I can to figure out how to do this on my own. Hell, I even opened up gl.h and looked for functions that could possibly do it and then corresponding tutorials for said functions. I'm stuck. Basically, I have a texture all set up. Say it's 256x256, how would I find out the RGB values at say... 12x, 67y? And is there various versions of this (like i, f, etc)? Because I'm hoping to get it in a 0-256 value (unsigned byte), but I could always transfer from another data type. Anyways... any and all help is much appreciated on the subject! -Etyrn

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Guest Anonymous Poster
I had the same problem. I looked for a sort of glGetTexSubImage2D() but it does not exist. On www.opengl.org, I found someone who said something like "why implementing something in the hardware if that thing can be done in software (keep a copy of your texture) ???"
I don't know if gl 2.0 will include this, but anyway, I've given up.
Sorry. :)

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Alright, thanks. I only need to check it once anyways, so I guess I can do that while loading the bitmap onto a texture.

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