opengl es 2.0 android c++ glGetTexImage alternative
when testing on windows the code works as expected, but on android the glGetTexImage
api doesn't exist, is there an other way of getting all the pixels from OpenGL without caching them before creating the texture?
this is the code:
void Texture::Bind(int unit)
{
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(GL_TEXTURE_2D, mTextureID);
}
GLubyte* Texture::GetPixels()
{
Bind();
int data_size = mWidth * mHeight * 4;
GLubyte* pixels = new GLubyte[mWidth * mHeight * 4];
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
return pixels;
}
opengl-es opengl-es-2.0
add a comment |
when testing on windows the code works as expected, but on android the glGetTexImage
api doesn't exist, is there an other way of getting all the pixels from OpenGL without caching them before creating the texture?
this is the code:
void Texture::Bind(int unit)
{
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(GL_TEXTURE_2D, mTextureID);
}
GLubyte* Texture::GetPixels()
{
Bind();
int data_size = mWidth * mHeight * 4;
GLubyte* pixels = new GLubyte[mWidth * mHeight * 4];
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
return pixels;
}
opengl-es opengl-es-2.0
add a comment |
when testing on windows the code works as expected, but on android the glGetTexImage
api doesn't exist, is there an other way of getting all the pixels from OpenGL without caching them before creating the texture?
this is the code:
void Texture::Bind(int unit)
{
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(GL_TEXTURE_2D, mTextureID);
}
GLubyte* Texture::GetPixels()
{
Bind();
int data_size = mWidth * mHeight * 4;
GLubyte* pixels = new GLubyte[mWidth * mHeight * 4];
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
return pixels;
}
opengl-es opengl-es-2.0
when testing on windows the code works as expected, but on android the glGetTexImage
api doesn't exist, is there an other way of getting all the pixels from OpenGL without caching them before creating the texture?
this is the code:
void Texture::Bind(int unit)
{
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(GL_TEXTURE_2D, mTextureID);
}
GLubyte* Texture::GetPixels()
{
Bind();
int data_size = mWidth * mHeight * 4;
GLubyte* pixels = new GLubyte[mWidth * mHeight * 4];
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
return pixels;
}
opengl-es opengl-es-2.0
opengl-es opengl-es-2.0
edited Jan 1 at 21:14
Rabbid76
38.3k123249
38.3k123249
asked Jan 1 at 7:39
gggggguygggggguy
112111
112111
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1 Answer
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glGetTexImage
doesn't exist in OpenGL ES.
In OpenGL ES, you have to attach the texture to a framebuffer and read the color plane of the framebuffer by glReadPixels
Bind();
int data_size = mWidth * mHeight * 4;
GLubyte* pixels = new GLubyte[mWidth * mHeight * 4];
GLuint textureObj = ...; // the texture object - glGenTextures
GLuint fbo;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureObj, 0);
glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &fbo);
add a comment |
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1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
glGetTexImage
doesn't exist in OpenGL ES.
In OpenGL ES, you have to attach the texture to a framebuffer and read the color plane of the framebuffer by glReadPixels
Bind();
int data_size = mWidth * mHeight * 4;
GLubyte* pixels = new GLubyte[mWidth * mHeight * 4];
GLuint textureObj = ...; // the texture object - glGenTextures
GLuint fbo;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureObj, 0);
glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &fbo);
add a comment |
glGetTexImage
doesn't exist in OpenGL ES.
In OpenGL ES, you have to attach the texture to a framebuffer and read the color plane of the framebuffer by glReadPixels
Bind();
int data_size = mWidth * mHeight * 4;
GLubyte* pixels = new GLubyte[mWidth * mHeight * 4];
GLuint textureObj = ...; // the texture object - glGenTextures
GLuint fbo;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureObj, 0);
glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &fbo);
add a comment |
glGetTexImage
doesn't exist in OpenGL ES.
In OpenGL ES, you have to attach the texture to a framebuffer and read the color plane of the framebuffer by glReadPixels
Bind();
int data_size = mWidth * mHeight * 4;
GLubyte* pixels = new GLubyte[mWidth * mHeight * 4];
GLuint textureObj = ...; // the texture object - glGenTextures
GLuint fbo;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureObj, 0);
glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &fbo);
glGetTexImage
doesn't exist in OpenGL ES.
In OpenGL ES, you have to attach the texture to a framebuffer and read the color plane of the framebuffer by glReadPixels
Bind();
int data_size = mWidth * mHeight * 4;
GLubyte* pixels = new GLubyte[mWidth * mHeight * 4];
GLuint textureObj = ...; // the texture object - glGenTextures
GLuint fbo;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureObj, 0);
glReadPixels(0, 0, mWidth, mHeight, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glDeleteFramebuffers(1, &fbo);
answered Jan 1 at 7:54
Rabbid76Rabbid76
38.3k123249
38.3k123249
add a comment |
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