2010/11/12 Ian Mallett <geometr...@gmail.com>: > On Fri, Nov 12, 2010 at 1:25 PM, nbl <nblouve...@gmail.com> wrote: >> >> In fact, I work on a software implementing some processes on a >> "visual" stream. >> >> I don't need all frames' pixels as long as frames are spatially >> sampled before all. > > Not sure what you mean exactly here. If you're doing mostly software > operations, try to keep your data in software (i.e., only use OpenGL for > rendering the output, or don't use it at all). If you're doing heavy > graphics work, do it on the GPU. If you're really stuck, do the work on the > GPU with a shader (although that might be overkill for your purposes; I > still don't understand them entirely).
I don't work on display operations themselves. I work on a library which could be able to handle different kind of video input and applying mapping operations on it. The first operation is to reduce visual information with a spatial sampling. Thus, I don't need to access all pixels, actually a very small fraction of them. With surfarray, I just access relevant pixels but... since I don't find in openGL doc a method providing an access to a specific pixel, I will try with glReadPixels and reading pixels as 1-pixel-sized frames at a time. Cheers, Nicolas