When trying to get opengl view snapshot as UIImage for multi-sampling the image colors are different.
When multi-sampling is off, it is proper. This is how I am taking the snapshot:
- (UIImage*)snapshot
{
GLint backingWidth, backingHeight;
backingWidth = framebufferWidth;
backingHeight = framebufferHeight;
NSInteger myDataLength = backingWidth * backingHeight * 4;
GLubyte *buffer = (GLubyte *) malloc(myDataLength);
glReadPixels(0, 0, backingWidth, backingHeight, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
// gl renders "upside down" so swap top to bottom into new array.
GLubyte *buffer2 = (GLubyte *) malloc(myDataLength);
for(int y = 0; y < backingHeight; y++) {
for(int x = 0; x < backingWidth * 4; x++) {
buffer2[y*4*backingWidth + x] = buffer[(backingHeight - y -1 ) * backingWidth * 4 + x];
}
}
// make data provider with data.
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer2, myDataLength, myProviderReleaseData);
// prep the ingredients
int bitsPerComponent = 8;
int bitsPerPixel = 32;
int bytesPerRow = 4 * backingWidth;
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault | kCGImageAlphaPremultipliedLast ;
CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
// make the cgimage
CGImageRef imageRef = CGImageCreate(backingWidth, backingHeight, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent);
// then make the uiimage from that
UIImage *image1 = [UIImage imageWithCGImage:imageRef];
CGImageRelease(imageRef);
CGColorSpaceRelease(colorSpaceRef);
CGDataProviderRelease(provider);
free(buffer);
return image1;
}
Here are the result of taking the snapshot :
First one is the opengl view I am drawing and second image is the snapshot of the image I am getting for the above mentioned code.
I am not using GLKit framework. want to know why multisampling is messing up the snapshot.
在拍摄opengl视图的快照之前,请检查是否正在调用[EAGLContext:presentRenderBuffer]方法
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