Summary: | Allow the creation of a BufferedImage from a TextureData | ||
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Product: | [JogAmp] Jogl | Reporter: | Julien Gouesse <gouessej> |
Component: | awt | Assignee: | Julien Gouesse <gouessej> |
Status: | CONFIRMED --- | ||
Severity: | enhancement | CC: | gouessej, sgothel |
Priority: | P5 | ||
Version: | 3.0.0 | ||
Hardware: | All | ||
OS: | all | ||
Type: | FEATURE | SCM Refs: |
ec2d94ca26ddab8ec67135ebc5f2d0a43f6a4c25
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Workaround: | --- | ||
Bug Depends on: | |||
Bug Blocks: | 968 |
Description
Julien Gouesse
2014-01-29 15:23:47 CET
This can be already achieved via AWTGLReadBufferUtil, see commit http://jogamp.org/git/?p=jogl.git;a=commit;h=ec2d94ca26ddab8ec67135ebc5f2d0a43f6a4c25 See: TestBug461FBOSupersamplingSwingAWT, TestBug605FlippedImageAWT http://jogamp.org/git/?p=jogl.git;a=blob;f=src/test/com/jogamp/opengl/test/junit/jogl/caps/TestBug605FlippedImageAWT.java;h=c1b29b371e9599dda0fca619c8c2c41f96671b10;hb=ec2d94ca26ddab8ec67135ebc5f2d0a43f6a4c25#l91 Re-opened - I see, yes, we need to utilize code of AWTGLReadBufferUtil to produce an BufferedImage for pre-existing TextureData. Sorry for my confusion. Julien, I push your task to version 2.5.0. We may need to discuss this a bit further? (In reply to Sven Gothel from comment #3) > Julien, I push your task to version 2.5.0. > We may need to discuss this a bit further? It's ok for me. Thanks. |