opengl es 2.0 android c++ glGetTexImage alternative












1















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;
}









share|improve this question





























    1















    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;
    }









    share|improve this question



























      1












      1








      1


      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;
      }









      share|improve this question
















      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






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      edited Jan 1 at 21:14









      Rabbid76

      38.3k123249




      38.3k123249










      asked Jan 1 at 7:39









      gggggguygggggguy

      112111




      112111
























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          3














          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);





          share|improve this answer























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            1 Answer
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            1 Answer
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            active

            oldest

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            3














            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);





            share|improve this answer




























              3














              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);





              share|improve this answer


























                3












                3








                3







                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);





                share|improve this answer













                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);






                share|improve this answer












                share|improve this answer



                share|improve this answer










                answered Jan 1 at 7:54









                Rabbid76Rabbid76

                38.3k123249




                38.3k123249
































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