Lesen der Daten mittels glReadPixel() mit multisampling

Derzeit bin ich versucht zu Lesen, die pixel-Daten aus dem frame Buffer in order to capture the screen in IOS. GlreadPixels-Befehl funktioniert bei Verwendung der folgenden Codes, um das setup-Rahmen-Puffer :-

//buffers
//Create a depth buffer that has the same size as the color buffer.
glGenRenderbuffersOES(1, &m_depthRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, m_depthRenderbuffer);
glRenderbufferStorageOES(GL_RENDERBUFFER_OES, GL_DEPTH_COMPONENT24_OES, width, height);

//Create the framebuffer object.

glGenFramebuffersOES(1, &framebuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, framebuffer);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES,
                             GL_RENDERBUFFER_OES, m_colorRenderbuffer);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES,
                             GL_RENDERBUFFER_OES, m_depthRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, m_colorRenderbuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, framebuffer);

aber wenn ich depth-buffer und colorbuffer für Multi-Sampling-glreadpixels() nicht erfasst jedes pixel Daten, die mit früheren code ....für multi-sampling verwende ich folgenden code :-

glGenFramebuffersOES(1, &sampleFramebuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, sampleFramebuffer);

//GLuint sampleColorRenderbuffer;
glGenRenderbuffersOES(1, &sampleColorRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, sampleColorRenderbuffer);
glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER_OES, 4, GL_RGBA8_OES, width, height);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, sampleColorRenderbuffer);

//glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER_OES, 4, GL_RGBA8_OES, width, height);
//glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, sampleColorRenderbuffer);

GLuint sampleDepthRenderbuffer;
glGenRenderbuffersOES(1, &sampleDepthRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, sampleDepthRenderbuffer);
glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER_OES, 4, GL_DEPTH_COMPONENT24_OES, width, height);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, sampleDepthRenderbuffer);
//glBindRenderbufferOES(GL_RENDERBUFFER_OES,sampleColorRenderbuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, m_colorRenderbuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, sampleFramebuffer);

Verwende ich den folgenden code zu schreiben, der pixel-Daten :-

CGRect screenBounds = [[UIScreen mainScreen] bounds];

int backingWidth = screenBounds.size.width;
int backingHeight =screenBounds.size.height;

glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight);
NSInteger myDataLength = backingWidth * backingHeight * 4;

buffer= (GLuint *) malloc(myDataLength);
glReadPixels(0, 0, backingWidth, backingHeight, GL_RGBA, GL_UNSIGNED_BYTE, buffer);

Keine Idee, wie erfassen, korrigieren, pixel-Daten mit multi-Sampling-Technik....oder mache ich etwas falsch? Bitte führe mich in die richtige Richtung.
Dank

InformationsquelleAutor Tornado | 2011-07-29
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