I wish to capture an image I rendered rendered in openGL. I use glReadPixels and then save the image with CImg. Unfortunately, the result is wrong. See below. The image on the left is correct. I captu
I\'m trying to detect the opengl object under the cursor... I have read it referred to as picking. Here is my code:
i am having this strange problem... i had to capture the screen data and convert it into an image using the following code..this code is working fine over iphone/ipad simulator and on iphone device bu
I am using GLUT for my windowing system to output some images onto the screen. I also want to output the images to files. This has been a challenge. In some window resolution (such as 256x256, 1024x1
Following code works fine const char *title = \"glReadOutput\"; Mat out1, out2; out1.create(screenHeight,screenWidth, CV_8UC3);
I\'m trying to copy vertex data from a texture to a vertex buffer, and then draw the vertex buffer. As far as I know the best way to do this is to bind the texture to a fbo, and use glReadPixels to co
I am trying to implement an opengl picking system I read about and have hit an issue with glReadPixels. Basically, every node in the scene gets a unique color and when a new touch happens, it renders
My application is dependent on reading depth information back from the framebuffer. I\'ve implemented this with glReadPixels(0, 0, width, height, GL_DEPTH_COMPONENT, GL_FLOAT, &depth_data)
I trying to implement a simple picking function using glReadPixels however when I click on an object that is 1 colour, I get different values back depending on where I clicked on that object?There not
I am drawing a PIE char in Iphone, with OPENGL ES. Now I need to check the color of the pie where user clicked. When I click any pie, it sometimes returns correct values, and sometimes not correct, an