Alright I will try to describe the scene setup that I like to use in order to clear up what I'd like to do here.
Normally once I've baked a texture I like to continue working on the model with the texture displayed while using the Solid Viewport Shading Mode combined with GLSL Textured Solid Shading.(I've circled them in the attached image). Usually I drop and drag the image(from the HD) onto the UV coords to set texture in the display.
Now what I'd like to be able to do is adjust the image using compositor nodes while maintaining this display setup.
So far, I can only do this if I add a material and load the texture in through there. This also requires that I set the display mode to Rendered. This method is slow, and requires more setup time
In the attached image you can see that I've added several different Output Nodes to see if any would affect the texture displayed in the 3D Viewport, but none do.
Does anyone know how this can be done using the more efficient Viewport Shading modes?
(btw. the selected object in the image is shaded but normally it would be in Shadeless mode while this is being done, it was a quick test.)