Yes, that does seem useful, thank you. I tried using an FBO and it doesn't seem to make much of a difference. To crop using drawSubSection within a FBO it still can hardly push a 1280x720 image (with drawing many cropped HD images inside it). The texture limit is what I meant by the max amount of data I can push for the card (sorry for the confusion). On the graphics card we're using (Nvidia GTX 1060 6gb) based on the glInfoExample, it allows a maximum size of 16384 squared, and we'll need 11520 squared.
ofPixel cropping works well without slowing it down, but its the loading ofPixels into an ofTexture that is the slow part. I am debating about doing a fairly complex system of cropping the pixels with ofPixels at certain stages of the image's life, then updating the ofTexture as needed. The CPU on the computer isn't nearly as powerful as the GPU, so that is why I am leaning more towards the ofTexture approach. I've also tried using HAP videos via ofxHapPlayer to replay the sequences, which uses QuickTime under the hood. We are using a Hackintosh though which seems to run QuickTime fairly slow considering what it should be capable of. It can only play 4 HD Hap videos simultaneously compared to 32 on my 2013 MackBookPro. Wondering if you've had any experience with this issue on hackintosh before? Or have any suggestions. Really appreciate your help, sorry if I've overloaded here.