# About Texture in Display3D

**URL:** <https://forum.kirupa.com/t/about-texture-in-display3d/326449>\
**Category:** flash\
**Created:** [December 15, 2011, 8:16am UTC](https://forum.kirupa.com/t/about-texture-in-display3d/326449 "2011-12-15T08:16:05Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![jy03609506](https://avatars.discourse-cdn.com/v4/letter/j/f04885/32.png) [@jy03609506](https://forum.kirupa.com/u/jy03609506)\
**Post date:** [December 15, 2011, 8:16am UTC](https://forum.kirupa.com/t/about-texture-in-display3d/326449/1 "2011-12-15T08:16:05Z")

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Now I’m trying to use molehill to accelerate my collision detection effeciency, and I found out there is a function called setRenderToTexture that I can use. However, when I get a texture from that function, I cannot access pixel data in it. Does anyone knows how to deal with that, or is there another way to use molehill to do such general-purpose computation?
