Using glReadBuffer returns black image instead of the actual image only on Intel cards
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cloudraven
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Published on 2012-10-01T04:03:59Z
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2012/10/01
9:50 UTC
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I have this piece of code
glReadBuffer( GL_FRONT );
glReadPixels( 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer );
Which works just perfectly in all the Nvidia and AMD GPUs I have tried, but it fails in almost every single Intel built-in video that I have tried. It actually works in a very old 945GME, but fails in all the others. Instead of getting a screenshot I am actually getting a black screen.
If it helps, I am working with the Doom3 Engine, and that code is derived from the built-in screen capture code. By the way, even with the original game I cannot do screen capture on those intel devices anyway. My guess is that they are not implementing the standard correctly or something. Is there a workaround for this?
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