If you bind the FBO to a texture you should be able to render to this
texture. You can then render to a quad that covers only the pixels you
need to change. But then of course, you'd have to get the source data
from somehwere (possibly another texture). Maybe you can even compute
the data on the fly using a fragment shader.

I can't really help you concerning how to do this using OSG (all my
GPGPU and render to texture code were done in hand crafted OpenGL -
even though I was able to integrate all of it in an OSG based
application)

Christian
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