Saturday, October 24, 2015

OpenGL 3.0+ framebuffer to texture/images



I need a way to capture what is rendered on screen, i have read about glReadPixels but it looks really slow.


Can you suggest a more efficient or just an alternative way for just copying what is rendered by OpenGL 3.0+ to the local RAM and in general to output this in a image or in a data stream?


How i can achieve the same goal with OpenGL ES 2.0 ?


EDIT:


i just forgot: with this OpenGL functions how i can be sure that



  • I'm actually reading a complete frame, meaning that there is no overlapping between 2 frames or any nasty side effect

  • I'm actually reading the frame that comes right next to the previous one so i do not lose frames




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