http://www.bit-101.com/blog/?p=1861
C:
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-(UIImage *) glToUIImage {
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NSInteger myDataLength = 320 * 480 * 4;
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// allocate array and read pixels into it.
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GLubyte *buffer = (GLubyte *) malloc(myDataLength);
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glReadPixels(0, 0, 320, 480, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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// gl renders "upside down" so swap top to bottom into new array.
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// there's gotta be a better way, but this works.
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GLubyte *buffer2 = (GLubyte *) malloc(myDataLength);
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for(int y = 0; y <480; y++)
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{
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for(int x = 0; x <320 * 4; x++)
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{
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buffer2[(479 - y) * 320 * 4 + x] = buffer[y * 4 * 320 + x];
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}
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}
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// make data provider with data.
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CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer2, myDataLength, NULL);
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// prep the ingredients
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int bitsPerComponent = 8;
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int bitsPerPixel = 32;
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int bytesPerRow = 4 * 320;
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CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
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CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
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CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
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// make the cgimage
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CGImageRef imageRef = CGImageCreate(320, 480, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent);
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// then make the uiimage from that
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UIImage *myImage = [UIImage imageWithCGImage:imageRef];
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return myImage;
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}
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-(void)captureToPhotoAlbum {
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UIImage *image = [self glToUIImage];
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UIImageWriteToSavedPhotosAlbum(image, self, nil, nil);
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}