The GL layer is specified using the GLSurfaceView class which is a transparent layer. The problem I am facing is that when I use glReadPixels() to read the pixels and convert it into a 480x800 array (nexus one screen resolution), I get 3 different portions of the cube instead of one.
I intend to move the pixels by the motion vector after this and use glDrawPixels() to put the pixels back into the frame buffer
Please help me with the interpretation of the same. Is there something I am missing while using glReadPixels and also if there is some other function that will help me achieve the same. I was thinking of using glBlitFrameBuffer() but this is not supported by the android GL10 class.
I have attached the part of the code where I am reading the pixels and changing them to a 2D matrix along with the image of the pixels I reconstructed using MatLab.
Any help will be greatly appreciated.
- Code: Select all
gl.glPixelStorei(GL10.GL_PACK_ALIGNMENT, 1);
IntBuffer pixels = IntBuffer.allocate(384000);
gl.glReadPixels(0, 0, 800, 480, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE ,pixels);
File f = new File ("./mnt/sdcard/Sahiba_PixelData_" + flag + ".txt");
if(!f.exists())
f.createNewFile();
FileWriter fw = new FileWriter(f);
int pixelsArr [][] = new int [480][800];
//int temp[] = pixels.array();
int n=0;
for(int i=0; i<480; i++){
for(int j=0; j<800; j++){
pixelsArr[i][j] = pixels.get(n);
//temp[n + pixels.arrayOffset()];
fw.write(pixelsArr[i][j] + " ");
//fw.write(pixels.get(n) + " ");
n++;
}
//fw.write("\n");
}
Log.i("GLLayer", "Pixels reading and storing finished !!!");
}catch(Exception e){
Log.i("GLLayer","Exception = " +e);
}

