I am using this to make video of my application
I currently use
glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);
to read the frame buffer and then use
-(UIImage *) createARGBImageFromRGBAImage: (UIImage*)image
{
CGSize dimensions = [image size];
NSUInteger bytesPerPixel = 4;
NSUInteger bytesPerRow = bytesPerPixel * dimensions.width;
NSUInteger bitsPerComponent = 8;
unsigned char *rgba = malloc(bytesPerPixel * dimensions.width * dimensions.height);
unsigned char *argb = malloc(bytesPerPixel * dimensions.width * dimensions.height);
CGColorSpaceRef colorSpace = NULL;
CGContextRef context = NULL;
colorSpace = CGColorSpaceCreateDeviceRGB();
context = CGBitmapContextCreate(rgba, dimensions.width, dimensions.height, bitsPerComponent, bytesPerRow, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrderDefault); // kCGBitmapByteOrder32Big
CGContextDrawImage(context, CGRectMake(0, 0, dimensions.width, dimensions.height), [image CGImage]);
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
for (int x = 0; x < dimensions.width; x++) {
for (int y = 0; y < dimensions.height; y++) {
NSUInteger offset = ((dimensions.width * y) + x) * bytesPerPixel;
argb[offset + 0] = rgba[offset + 3];
argb[offset + 1] = rgba[offset + 0];
argb[offset + 2] = rgba[offset + 1];
argb[offset + 3] = rgba[offset + 2];
}
}
colorSpace = CGColorSpaceCreateDeviceRGB();
context = CGBitmapContextCreate(argb, dimensions.width, dimensions.height, bitsPerComponent, bytesPerRow, colorSpace, kCGImageAlphaPremultipliedFirst | kCGBitmapByteOrderDefault); // kCGBitmapByteOrder32Big
CGImageRef imageRef = CGBitmapContextCreateImage(context);
image = [UIImage imageWithCGImage: imageRef];
CGImageRelease(imageRef);
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
free(rgba);
free(argb);
return image;
}
to do the conversion but it appears to be slow.
Suggest some faster ways