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    1. COWhat I am trying to achieve is the following: my pass will return a huge array with several unique numbers repeating over and over, which I need to retrieve and process on CPU. I tried rendering into a 2000x1 texture and then sampled it on the CPU with RenderTarget2d.GetData<>() and a foreach loop. It was awfully slow :). So I sidestepped my problem, the idea now is to render to a 1x1 texture multiple times. Inbetween passes I will extend a parameter array in my shader to include the numbers already returned.
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    2. COEach pixel will than query the array and clip itself if it holds a number that already appeared. The problem now is that pixel color never changes nomatter what I render. Can it be because I render too small a content into it (I am drawing a line on the screen and sample the scene's color along the line)? Here is the link to another thread where I ask this question: http://stackoverflow.com/questions/17888689/rendering-a-line-into-a-1x1-rendertarget2d-does-not-change-the-targets-pixel-co
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    3. COIt really sounds like you're trying to achieve "something" and you've decided on a solution - that doesn't necessarily work well - and you're asking how to implement that solution. When, instead, you should perhaps be starting from a higher level by explaining what your "something" is and asking for the best way to achieve it. (And it could be that your solution is the correct one - but then at least it could provide some context for your other questions - which are confusing without that context.)
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