OpenGL 3.0+ framebuffer to texture/images
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Published on 2012-09-15T00:05:49Z
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2012/09/15
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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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