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How to use glReadPixels in Titanium's OpenGL module

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Hi, I have purchased Titanium's OpenGL module and use it in my app. But I met a issue, after I finish rendering a frame, I want to read color buffer and save data to image. But when I call your glReadPixels function, I get error msg : [INFO] : [object TiOpenglModule] loaded [INFO] : module is => [object TiOpenglModule] [ERROR] : An error occurred running the iOS Simulator [ERROR] :
[ERROR] : Project failed to build after 17s 971ms

below is my codes: var setup = function(view) { view.setCurrentContext();
view.glViewport(0, 0, 155, 240); view.glMatrixMode(Opengl.GL_PROJECTION); view.glLoadIdentity(); view.glMatrixMode(Opengl.GL_MODELVIEW); view.glLoadIdentity();
view.glVertexPointer(2, Opengl.GL_FLOAT, 0, squareVertices); view.glColorPointer(4, Opengl.GL_UNSIGNED_BYTE, 0, squareColors); view.glEnableClientState(Opengl.GL_VERTEX_ARRAY); view.glEnableClientState(Opengl.GL_COLOR_ARRAY); };

var render = function(view) { view.setFrameBuffer(); view.clear(); view.glLoadIdentity();
view.glTranslatef(0.0, Math.sin(transY)/2.0, 0.0); view.glDrawArrays(Opengl.GL_TRIANGLE_STRIP, 0, 4); view.presentFrameBuffer();
Ti.API.info('----4'); var pixels = view.glReadPixels(0, 0, 155, 240, Opengl.GL_RGBA, Opengl.GL_UNSIGNED_BYTE); Ti.API.info('----3'); };

var doOpengl = function(e) { setup(opengl); render(opengl); };

How can I read color buffer data after I finish rendering a frame? And then save those data to a png image file.

Thanks!


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