ooook now, did some reading, no go on the backbuffer calls.
It will cause a pipline stall.. even when trying to retrieve a simple byte of information..
Using getimage() in agk2 will be just as fast as an OpenGlSL call to gl_FragColor or glReadPixels.
One question, how dose the rendering work in AGK2.. I mean how dose the object data in the gpu get updated...
wasd, mouse x and y?
My guess, the object's vertex data is in the cpu Ram and its texture is in the gpu Ram, in the cpu Ram
the object's vertex data is manipulated(rotation/position) then sent to the gpu for constructing in the
geometric shader, then to the pixle shader for texturing?? Where one vertex can become a complete whole sprite!
Can I make a one way integer to send to the gpu?..one-way, as because retuning data is a major slowdown.
Thanks anyhow.