In babylon.js there exists two functions to read pixels, one is engine.readpixels() and the other texture.readpixels().
What i’m confused is engine.readpixels() only read an uint8array but support only read a small part of the framebuffer, and texture.readpixels() can read float and uint8 data, but read the whole texture at once, which is very slow when the texture is a big rendertarget.
My point is why texture.readpixels() can not read a small part of the texture.
and which framebuffer is to read when there exists multirendertarget using engine.readpixels().