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glPixelRead

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Create a buffer to hold your image (assuming 800x600 RGB)

unsigned char* pBuffer = new unsigned char[800*600*3];

Use glReadPixels:

glReadPixels(0,0,800,600,GL_RGB,GL_UNSIGNED_BYTE,pBuffer);


Then write a BMP file of the buffer in pBuffer, this is left as an exercise in web/tutorial searching

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