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Posted 07 January 2013 - 10:38 AM
Posted 09 January 2013 - 11:09 PM
Posted 10 January 2013 - 12:24 AM
Posted 10 January 2013 - 01:25 PM
OpenGL is generally an output-only system.
Reading back from it is almost always so slow that it isn't worth the effort.
If your app is already pushing performance limits then L Spiro's suggestion is going to be the best. You're looking at 30-50 lines of code and it probably won't tank performance.
If you have cycles to spare I can think of several ways to do it, including the naive technique of just rendering to a texture and grabbing the pixel.
Check out my book, Game Development with Unity, aimed at beginners who want to build fun games fast.
Also check out my personal website at bryanwagstaff.com, where I occasionally write about assorted stuff.
Posted 10 January 2013 - 01:41 PM
continues to reference to the unstretched bitmap.So does OpenGL ES.
Posted 10 January 2013 - 02:55 PM
If you have cycles to spare I can think of several ways to do it, including the naive technique of just rendering to a texture and grabbing the pixel.At this stage solution has priory over performance, so i am very much ready to try your solution. One can still learn alot even if its hack code. Many thanks
Edited by run_g, 10 January 2013 - 07:03 PM.
Posted 13 January 2013 - 01:24 PM