Is there a way to map a texture to a quad, rotate the quad and read back the rotated image to perform collision detection on the rotated image. Currently I am detecting collision between the rectangles of two objects then comparing the pixels of the two image files. But to perform rotations I would have to create pre-rotated image files for every sprite that is rotated.
Can't re-read the rotated image from the screen because there is a background under the images, and glReadPixels is way to slow.
Any idea's would be appreciated.
Reading about PBO's, but the only example I can find reads the whole framebuffer back.