Read texture data as RGBA from FBO on GLES 2.0
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2 changed files with 9 additions and 14 deletions
12
src/rlgl.h
12
src/rlgl.h
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@ -2904,15 +2904,9 @@ void *rlReadTexturePixels(Texture2D texture)
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// NOTE: Previoust attached texture is automatically detached
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture.id, 0);
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// Allocate enough memory to read back our texture data
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pixels = (unsigned char *)RL_MALLOC(GetPixelDataSize(texture.width, texture.height, texture.format));
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// Get OpenGL internal formats and data type from our texture format
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unsigned int glInternalFormat, glFormat, glType;
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rlGetGlTextureFormats(texture.format, &glInternalFormat, &glFormat, &glType);
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// NOTE: We read data as RGBA because FBO texture is configured as RGBA, despite binding a RGB texture...
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glReadPixels(0, 0, texture.width, texture.height, glFormat, glType, pixels);
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// We read data as RGBA because FBO texture is configured as RGBA, despite binding another texture format
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pixels = (unsigned char *)RL_MALLOC(GetPixelDataSize(texture.width, texture.height, UNCOMPRESSED_R8G8B8A8));
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glReadPixels(0, 0, texture.width, texture.height, UNCOMPRESSED_R8G8B8A8, GL_UNSIGNED_BYTE, pixels);
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// Re-attach internal FBO color texture before deleting it
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, fbo.texture.id, 0);
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@ -773,11 +773,12 @@ Image GetTextureData(Texture2D texture)
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image.format = texture.format;
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image.mipmaps = 1;
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// NOTE: Data retrieved on OpenGL ES 2.0 should be RGBA
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// coming from FBO color buffer, but it seems original
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// texture format is retrieved on RPI... weird...
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//image.format = UNCOMPRESSED_R8G8B8A8;
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#if defined(GRAPHICS_API_OPENGL_ES2)
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// NOTE: Data retrieved on OpenGL ES 2.0 should be RGBA,
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// coming from FBO color buffer attachment, but it seems
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// original texture format is retrieved on RPI...
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image.format = UNCOMPRESSED_R8G8B8A8;
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#endif
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TraceLog(LOG_INFO, "Texture pixel data obtained successfully");
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}
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else TraceLog(LOG_WARNING, "Texture pixel data could not be obtained");
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