OpenGL ios 6 screenshot
I am trying to get screenshot of NinevehGL object which is 3D library
build on top of OpenGL. So i think OpenGL commands would work here as
well.
Problem is screenshot works fine in iOS 5 or earlier but not with iOS6. It
gives me black background. I have read many posts most of them suggest to
put
CAEAGLLayer *eaglLayer = (CAEAGLLayer *) [self theNGLView].layer;
[eaglLayer setDrawableProperties:@{
kEAGLDrawablePropertyRetainedBacking: [NSNumber numberWithBool:YES],
kEAGLDrawablePropertyColorFormat: kEAGLColorFormatRGBA8
}];
in init method. which i did but with no luck.
I am using below method to get screenshot.
-(UIImage *)getImage{
GLint width;
GLint height;
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT,
&height);
NSLog(@"%d %d",width,height);
NSInteger myDataLength = width * height * 4;
// allocate array and read pixels into it.
GLubyte *buffer = (GLubyte *) malloc(myDataLength);
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
// gl renders "upside down" so swap top to bottom into new array.
// there's gotta be a better way, but this works.
GLubyte *buffer2 = (GLubyte *) malloc(myDataLength);
for(int y = 0; y < height; y++)
{
for(int x = 0; x < width * 4; x++)
{
buffer2[((height - 1) - y) * width * 4 + x] = buffer[y * 4 * width
+ x];
}
}
// make data provider with data.
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer2,
myDataLength, NULL);
// prep the ingredients
int bitsPerComponent = 8;
int bitsPerPixel = 32;
int bytesPerRow = 4 * width;
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
// make the cgimage
CGImageRef imageRef = CGImageCreate(width, height, bitsPerComponent,
bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO,
renderingIntent);
// then make the uiimage from that
UIImage *myImage = [UIImage imageWithCGImage:imageRef];
CGImageRelease(imageRef);
CGDataProviderRelease(provider);
CGColorSpaceRelease(colorSpaceRef);
free(buffer);
free(buffer2);
return myImage;
}
It would be much appreciated if somebody suggest me something in this regard.
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