我正在尝试将绘图保存为来自Apple示例代码的GLPaint
应用中的图像
保存图像在iPad(非视网膜)中工作正常,但它在iPad(视网膜)上运行时发出
每当我在iPad视网膜上运行我的应用程序时,图像大小是原始的1/4
任何人都可以帮助我吗?
答案 0 :(得分:0)
如果您使用的是glReadPixels
,则您似乎插入了错误的参数作为宽度和高度。您需要获取GL缓冲区的宽度和高度,并将它们插入glReadPixels
而不是帧宽和高度。对于视网膜而言,这将是帧尺寸长度的两倍。
从提到的示例中可以看出backingWidth
和backingHeight
,您应该可以随时使用它们获取它们:
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &backingWidth);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &backingHeight);
因此请使用glReadPixels(0, 0, backingWidth, backingHeight, ...)
并确保您读取的缓冲区也足够大。对于RGBA,它将是backingWidth*backingHeight*4
个字节。
答案 1 :(得分:0)
我见过其他方法泄漏内存,这里是一个剪切我发现并修改以从GLPaint中捕获图像。
-(BOOL)iPhoneRetina{
return ([[UIScreen mainScreen] respondsToSelector:@selector(displayLinkWithTarget:selector:)] && ([UIScreen mainScreen].scale == 2.0))?YES:NO;
}
void releasePixels(void *info, const void *data, size_t size) {
free((void*)data);
}
-(UIImage *) glToUIImage{
int imageWidth, imageHeight;
int scale = [self iPhoneRetina]?2:1;
imageWidth = self.frame.size.width*scale;
imageHeight = self.frame.size.height*scale;
NSInteger myDataLength = imageWidth * imageHeight * 4;
// allocate array and read pixels into it.
GLubyte *buffer = (GLubyte *) malloc(myDataLength);
glReadPixels(0, 0, imageWidth, imageHeight, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
// make data provider with data.
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer, myDataLength, releasePixels);
// prep the ingredients
int bitsPerComponent = 8;
int bitsPerPixel = 32;
int bytesPerRow = 4 * imageWidth;
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
CGBitmapInfo bitmapInfo = kCGImageAlphaPremultipliedLast;
CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
// make the cgimage
CGImageRef imageRef = CGImageCreate(imageWidth, imageHeight, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent);
UIImage *myImage = [UIImage imageWithCGImage:imageRef scale:scale orientation:UIImageOrientationDownMirrored]; //Render image flipped, since OpenGL's data is mirrored
CGImageRelease(imageRef);
CGColorSpaceRelease(colorSpaceRef);
CGDataProviderRelease(provider);
return myImage;
}