I was wondering was the best way to invert the color pixels in the frame buffer is. I’ve done it with glReadPixels() and glDrawPixels() but the performance hit of those calls is pretty big.
Basically, what I’m trying to do is have an inverted color cross-hair, so it’s always visible no matter what’s behind it. For instance, I’d have an arbitrary alpha mask bitmap or texture, have it render without depth test after the scene is drawn, and all the frame buffer pixels under the masked pixels of the texture would be inverted.
I’ve been trying to do this with a texture, but I’m getting some strange results, also all the blending options I still find confusing.