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OpenGL Opengl - Convert Texture to Array

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in my android App, i have a Frame Buffer Object that takes me the rendered Scene As a texture.

I want to some How, Convert this Texture to A 2d-Array filled with 0 and 1, 0 for transparency pixel, and 1 for Colored pixel of texture. i need this to then compare this result with a previously Known 2d-Array to determinate if the texture is the shape i want or not.

is it possible to save the texture data to an array?

here is the FBO class (i want to have renderTex[0] as array):

public class FBO {
int [] fb, renderTex;
int texW; 
int texH; 
public FBO(int width,int height){
texW = width;
texH = height;
fb = new int[1];
renderTex= new int[1];
}
public void setup(GL10 gl){
// generate
((GL11ExtensionPack)gl).glGenFramebuffersOES(1, fb, 0);
gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glGenTextures(1, renderTex, 0);// generate texture
gl.glBindTexture(GL10.GL_TEXTURE_2D, renderTex[0]);
gl.glTexParameterf(GL10.GL_TEXTURE_2D,
GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D,
GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_NEAREST);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S,
GL10.GL_CLAMP_TO_EDGE);
gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,
GL10.GL_CLAMP_TO_EDGE);
//texBuffer = ByteBuffer.allocateDirect(buf.length*4).order(ByteOrder.nativeOrder()).asIntBuffer();
//gl.glTexEnvf(GL10.GL_TEXTURE_ENV, GL10.GL_TEXTURE_ENV_MODE,GL10.GL_MODULATE);
gl.glTexImage2D(GL10.GL_TEXTURE_2D, 0, GL10.GL_RGBA, texW, texH, 0, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, null);
gl.glDisable(GL10.GL_TEXTURE_2D); 
} 


public boolean RenderStart(GL10 gl){
Log.d("TextureAndFBO", ""+renderTex[0] + " And " +fb[0]);
// Bind the framebuffer
((GL11ExtensionPack)gl).glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, fb[0]);

// specify texture as color attachment
((GL11ExtensionPack)gl).glFramebufferTexture2DOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, GL11ExtensionPack.GL_COLOR_ATTACHMENT0_OES, GL10.GL_TEXTURE_2D, renderTex[0], 0);

int error = gl.glGetError();
if (error != GL10.GL_NO_ERROR) {
Log.d("err", "FIRST Background Load GLError: " + error+" ");
}
int status = ((GL11ExtensionPack)gl).glCheckFramebufferStatusOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES);
if (status != GL11ExtensionPack.GL_FRAMEBUFFER_COMPLETE_OES)
{
Log.d("err", "SECOND Background Load GLError: " + status+" ");;
return true;
}
gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
return true;
} 

public void RenderEnd(GL10 gl){
((GL11ExtensionPack)gl).glBindFramebufferOES(GL11ExtensionPack.GL_FRAMEBUFFER_OES, 0);

gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);

gl.glEnable(GL10.GL_TEXTURE_2D);
gl.glBindTexture(GL10.GL_TEXTURE_2D, 0);
gl.glColor4f(1.0f,1.0f,1.0f,1.0f);
gl.glDisable(GL10.GL_TEXTURE_2D);
}

public int getTexture(){
return renderTex[0];
}
public int getFBO(){
return fb[0];
}


}

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If this is OpenGL ES then it is more limiting than normal OpenGL. I certainly found a few of the things I wanted to do were not possible in this regard.

 

I'm using a FBO to create a few of my textures which I then need to get the pixel data from, I just render to the FBO as usual then use glReadPixels to get the pixel data as an array.

 

bind fbo

set target (if not done already)

render scene

read pixels

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