in reply to Capture opengl screen

I use the following code (using FrameBufferObjects) to save screenshots. I render into texture $texture_id and then read that texture back into main memory:

sub tick { my ($self,$texture_id) = @_; # save current frame from input fbo glBindTexture(GL_TEXTURE_2D, $texture_id); my $frame; for my $i (reverse (0..$self->height-1)) { glReadPixels_s(0,$i,$self->width,1,GL_RGB,GL_UNSIGNED_BYTE,my +$line); $frame .= $line; }; syswrite $self->stream, $frame, $self->width * $self->height * $se +lf->depth or die "Write failure"; };

... and here's the part that renders into an fbo:

sub allocate_fbo_texture{ my ($class,$width,$height) = @_; (my $texture_id) = glGenTextures_p(1); (my $fbo) = glGenFramebuffersEXT_p(1); (my $render_buffer) = glGenRenderbuffersEXT_p(1); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, $fbo); glBindTexture(GL_TEXTURE_2D, $texture_id); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, $render_buffer); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexImage2D_c(GL_TEXTURE_2D,0,GL_RGBA8,$width,$height,0,GL_RGBA,G +L_UNSIGNED_BYTE,0); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0 +_EXT, GL_TEXTURE_2D, $texture_id, 0); glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24 +, $width,$height); glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHME +NT_EXT, GL_RENDERBUFFER_EXT, $render_buffer); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); return ($fbo,$texture_id, $render_buffer); }; sub enable { my $self = shift; glPushAttrib(GL_VIEWPORT_BIT); glViewport(0,0,$self->width, $self->height); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, $self->fbo); my $res = $self->shader->Enable(); if ($self->config->{enable}) { $self->config->{enable}->($self); }; };

This is quite roughly ripped out of a larger framework, but it should give you at least a hint of how you could do it. I'm not sure why your approach of reading the memory doesn't work though.