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ReadPixels from Texures


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I kind of stuck to read any data of pixels from the engine  
My goal is to read and set pixels from textures, just a little hint is probably enough.
Thank you all for your time

The playground:

i think i looking for this, but i cant get it to work:


Edited by Nabroski
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try this i am sorry i cant get time for complete your PG :(


var ReadTexture = function (txt,   w, h) { 
   var gl = document.getElementById('renderCanvas')
       .getContext("webgl", { preserveDrawingBuffer: true }) || 
        eng.get().canvas.getContext("experimental-webgl", { preserveDrawingBuffer: true });
    var fb = gl.createFramebuffer();
    gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, txt, 0);
    var pixels = new Uint8Array(w * h * 4);
    gl.readPixels(0, 0, w, h, gl.RGBA, gl.UNSIGNED_BYTE, pixels); 
    return pixels;

var readPixel = function (pix, x, y,w ) {
    return {
        r: pix[y * 4 * w + x * 4], 
        g: pix[y * 4 * w + x * 4 + 1],
        b: pix[y * 4 * w + x * 4 + 2], 
        a: pix[y * 4 * w + x * 4 + 3]

usage : readPixel( ReadTexture( texture , width,height) ,x, y, width );


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  • 3 weeks later...

I using Dynamic Textures now, to get and set pixels, if any of you has an easy to use 
Textures RGB example i would high apprentice it. Yeah, Yeah, i learn shades, ....someday.

I experimenting with Dump Framebuffer, thank you for the tip. I apply a screenshot now real time to an object, its nice to play with

Do you want to read from a specific texture or from the rendering?  From the rendering.


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