I'm trying to get the bytes from a RGBA texture in openGL ES. I think I'm trying to imitate glGetTexImage
from vanilla openGL. As is right now, the pixels are all nil, from the call to glClear
, not the texture data I'm looking for.
This is a method in a category extending SPTexture from Sparrow Framework.
-(NSMutableData *) getPixelsFromTexture
{
GLsizei width = (GLsizei) self.width;
GLsizei height = (GLsizei) self.height;
GLint oldBind = 0;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldBind);
glBindTexture(GL_TEXTURE_2D, self.textureID);
GLuint fbo[1];
glGenFramebuffersOES(1, fbo);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, fbo[0]);
GLuint rbo[1];
glGenRenderbuffersOES(1, rbo);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, rbo[0]);
glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_RGBA4_OES, width, height);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, rbo[0]);
GLenum status = glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES);
if (status != GL_FRAMEBUFFER_COMPLETE_OES) {
NSLog(@"Incomplete FBO");
}
// draw
static float texCoords[8] = { 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f };
static float vertexCoords[8] = { -1.0f, -1.0f, 1-.0f, 1.0f, 1.0f, 1.0f, 1.0f, -1.0f };
glMatrixMode (GL_PROJECTION);
glPushMatrix();
glLoadIdentity ();
glOrthof(0.0f, self.width, self.height, 0.0f, 0.0f, 1.0f);
glMatrixMode (GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
glVertexPointer(2, GL_FLOAT, 0, vertexCoords);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
// end draw
GLsizei count = width * height * 4;
GLubyte * pixels = (GLubyte *)malloc((sizeof(GLubyte) * count));
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, 0);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
glBindTexture(GL_TEXTURE_2D, oldBind);
glDeleteRenderbuffersOES(1, rbo);
glDeleteFramebuffersOES(1, fbo);
return [NSMutableData dataWithBytes:pixels length:count];
}
What am I doing wrong?