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SDL saving surfaces

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Yes:

SDL_Surface* screen = SDL_CreateRGBSurface( SDL_SWSURFACE, width, height,
32, 0x0000ff, 0x00ff00, 0xff0000, 0x000000 );

unsigned char* pixels = new unsigned char[ width * height * 4 ];
unsigned char* temp = new unsigned char[ width * height * 4 ];

glReadPixels( 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, temp );

for (unsigned int i = 0; i < height; ++i) {
memcpy( pixels + (height-i-1) * width*4, temp + i * width*4, width*4 );
}

screen->pixels = pixels;

SDL_SaveBMP( screen, "screenshot.bmp" );
SDL_FreeSurface( screen );
delete[] temp;
[/src]

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Thanks for the reply, but i dont really understand some of that code.

And where you have
glReadPixels
doesnt the gl mean that its an opengl fuction? or is that a prototype... or something

i understand the first bit, kind of, i think you are creating an empty surface

or is this pesudo(i think thats how you spell it) code

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