when testing on windows the code works as expected, but on android the glGetTexImage
api doesn't exist, is there an other way of getting all the pixels from OpenGL without caching them before creating the texture?
this is the code:
void Texture::Bind(int unit)
{
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(GL_TEXTURE_2D, mTextureID);
}
GLubyte* Texture::GetPixels()
{
Bind();
int data_size = mWidth * mHeight * 4;
GLubyte* pixels = new GLubyte[mWidth * mHeight * 4];
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
return pixels;
}