I'll get straight to the point :)
From the above 480 x 320 diagram, I am thinking I can detect collision on pixel level like a worm game.
What I want to know is how to sample pixels on separate layers. As you can see in the diagram, as the worm is falling, I want to only sample the black pixels with glReadPixels() to see if the worm is standing (colliding) with any terrain but when I last tried it, glReadPixels() samples all pixels on screen, without any ideas of "layers".
The white pixel is the background that should not be part of the sampling.
Am I perhaps suppose to have a black and white copy of my terrain on a separate buffer and call glReadPixels() on that separate buffer so that the background images (white pixels) won't get sampled?
Before I was drawing my terrain on the screen in the same buffer/context where I draw my background image.
Any ideas?