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iOS - ofTexture.loadScreenData issue when antiAliasing is on #822
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this post looks like it may have the solution, regarding screenGrab and landscape orientation, this issue was resolved in #135 |
A bounty has been placed on this issue, check it out at Coder Bounty! http://coderbounty.com/#23 |
I've added a $100 bounty for this issue via coderbounty.com. I'd really love to get screengrabs working with antiAliasing enabled. |
Great. :-) I don't know if this will spark an influx of coders trying to fix this issue, but just in case: Thank you! |
I added a bounty too - would love to see this get fixed. 5 days remaining. |
This issue is almost a year old now, I'd love to get it fixed. I couldn't do it on my own, anything I can do to help persuade? |
Hi, folks. I'm new here! But I've been helping out a friend with a related iOS openFrameworks issue (he couldn't get ofxiPhoneScreenGrab() to work with an antialiased display), and made decent progress. My original fix worked well but was specific to ofxiPhoneScreenGrab() itself, with changes to it and the ofxiPhone 'gl' files - effectively wrapped glReadPixels() to set up the GL framebuffer objects correctly. However, this wouldn't help at all with ofTexture.loadScreenData(), or any other methods elsewhere that involve reading back from the framebuffer. But.. I have a new, more general fix that I think will help with this issue - just need to make sure it doesn't break anything else. I've already checked through the examples and everything looks good so far, but would you guys mind looking over it to help with this? I've cloned the repo and I have a branch against develop ready to roll.. |
…enframeworks#822; replaces commit 29e8034). We're now setting display-mapped 'resolve' buffer (defaultFramebuffer) as current framebuffer after a draw, rather than the fsaa buffer. The fsaa buffer is set as current again before next draw.
OK. Let's try that again..! |
…ntialiased framebuffer (fix openframeworks#822). Wraps GL calls in ofTexture::loadScreenData() and ofxiPhoneScreenGrab() with correct buffer setup to work with iOS GLES-flavoured antialiasing.
Hi, We are trying to clean out the many issues that we have. Can you help us by checking if this issue is still present in the latest version ? In case of inactivity, we'll close this issue by end of january, 2020. Thanks |
If I use loadScreenData with anti-Aliasing turned on in the program's startup like this:
ofAppiPhoneWindow * iOSWindow = new ofAppiPhoneWindow();
iOSWindow->enableAntiAliasing(4);
then the texture will load in nothing but solid black. If I bypass this anti-aliasing, it works fine. I also cannot properly populate a texture using loadScreenData in a landscape orientation. Changing to Portrait orientation in the update loop, and then back to landscape after the grab fixes it.
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