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 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

