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Please do not post the same thing multiple times. The board software automatically flags certain posts as needing moderator attention. This happens the most often for new users. I'm pretty sure this is made clear at the time you attempt to post. Posting the same thing over and over again just makes that many more posts the moderators have to weed through later. This makes us sad. Don't make us sad. If your post/thread doesn't appear, just wait a while. Don't post it again. If it hasn't shown up by the next day, then you can try again. I normally go through posts in the mornings, and try to check a few times throughout the day, but I'm not here 24/7. There will typically be a significant delay before posts are approved. Just be patient.

grab an image from OpenGL ES context

I've been working with OpenGL ES to modify an application which allows to capture a user's signature. Now i can draw freehand on the screen but now i need to keep that signature into an image. I found this code which just draws a completely black image, i'm new to OpenGL i hope that somebody can help me...

NSInteger myDataLength = 320 * 480 * 4; 
// allocate array and read pixels into it.
GLubyte *buffer = (GLubyte *) malloc(myDataLength);
glReadPixels(0, 0, 320, 480, GL_RGBA, GL_UNSIGNED_BYTE, buffer);

// gl renders \"upside down\" so swap top to bottom into new array.
// there's gotta be a better way, but this works.
GLubyte *buffer2 = (GLubyte *) malloc(myDataLength);

for(int y = 0; y < 480; y++)
{
for(int x = 0; x <320 * 4; x++) {
buffer2[(479 - y) * 320 * 4 + x] = buffer[y * 4 * 320 + x];
}
}
// make data provider with data.
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer2, myDataLength, NULL);
// prep the ingredients
int bitsPerComponent = 8;
int bitsPerPixel = 32;
int bytesPerRow = 4 * 320;
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
// make the cgimage
CGImageRef imageRef = CGImageCreate(320, 480, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent);
// then make the uiimage from that
UIImage *myImage = [UIImage imageWithCGImage:imageRef];
UIImageWriteToSavedPhotosAlbum(myImage, self, nil, nil);


:confused:
Post edited by specktro on

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