I have an OpenGL ES 2 drawing app (iOS 4), so I'm retaining backing in my CAEAGLLayer rather than clearing on every frame:
eaglLayer.opaque = TRUE;
eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool:TRUE], kEAGLDrawablePropertyRetainedBacking,
kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat,
nil];
I have a button for saving the work to photo album with the code below. Here's the issue. When it's done saving and I start drawing again, the whole buffer clears and my drawing begins from scratch on a blank screen. Is there a way to prevent this? I'd like to be able to continue drawing from the same state that I just saved.
I'm running the same code to save in OpenGL ES 1 and this issue doesn't occur there. Also, this issue is only visible on the iPhone device (3GS), not the simulator. Let me know if you have ideas. Thanks.
-(void)saveCurrentScreenToPhotoAlbum
{
CGRect rect = [[UIScreen mainScreen] bounds];
int width = rect.size.width;
int height = rect.size.height;
NSInteger myDataLength = width * height * 4;
GLubyte *buffer = (GLubyte *) malloc(myDataLength);
GLubyte *buffer2 = (GLubyte *) malloc(myDataLength);
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
for(int y = 0; y <height; y++)
{
for(int x = 0; x <width * 4; x++)
{
buffer2[(int)((height - 1 - y) * width * 4 + x)] = buffer[(int)(y * 4 * width + x)];
}
}
free(buffer);
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer2, myDataLength, releaseData);
int bitsPerComponent = 8;
int bitsPerPixel = 32;
int bytesPerRow = 4 * width;
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
CGImageRef imageRef = CGImageCreate(width, height, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent);
CGColorSpaceRelease(colorSpaceRef);
CGDataProviderRelease(provider);
UIImage *image = [[UIImage alloc] initWithCGImage:imageRef]; // change this to manual alloc/init instead of autorelease
CGImageRelease(imageRef);
UIImageWriteToSavedPhotosAlbum(image, self, @selector(image:didFinishSavingWithError:contextInfo:), nil); // add callback for finish saving
}
// callback for CGDataProviderCreateWithData
void releaseData(void *info, const void *data, size_t dataSize)
{
free((void*)data);
}
// callback for UIImageWriteToSavedPhotosAlbum
- (void)image:(UIImage *)image didFinishSavingWithError:(NSError *)error contextInfo:(void *)contextInfo
{
[image release];
}
glReadPixels()
should not blank out your drawing area. If you save twice in a row (usingglReadPixels()
twice, but not doing any additional drawing), do you get two saved images or is one of them blank? Are you sure there isn't a code path whereglClear()
gets called before you draw? – Hals