hi,
I guess you could try converting it into an 8bit surface, and then saving
that.
You could do it with surf array fairly quickly I think...
something like:
red = rgb_im[:,:,0:1]
surf_red = pygame.image.fromstring(red, size, 'P')
pygame.image.save(surf_red, "red.png")
You might need to change the pallete of the image to one where the colors
are grey scale.
cheers,
On Wed, Oct 7, 2009 at 3:43 AM, Ian Mallett <[email protected]> wrote:
> Hello,
>
> I'm trying to debug a weird FBO/depth problem, and it would be great to
> have screenshots of the depth. My current method does not work:
>
> def ScreenSurf(rect=AUTO,type=RGB,framebuffer=0):
> if rect == AUTO:
> size = glGetFloatv(GL_VIEWPORT)
> size = [int(round(size[2])),int(round(size[3]))]
> rect = [0,0,size[0],size[1]]
> glPixelStorei(GL_PACK_ROW_LENGTH,0)
> glPixelStorei(GL_PACK_SKIP_ROWS,0)
> glPixelStorei(GL_PACK_SKIP_PIXELS,0)
> if type==RGBA:
> glPixelStorei(GL_PACK_ALIGNMENT,4)
> elif type==RGB:
> glPixelStorei(GL_PACK_ALIGNMENT,1)
> elif type==DEPTH:
> glPixelStorei(GL_PACK_ALIGNMENT,2)
> try:
> data =
> glReadPixels(rect[0],rect[1],rect[2],rect[3],type,GL_UNSIGNED_BYTE)
> print len(data)
> except:
> previous = glGetIntegerv(GL_READ_BUFFER)
> glReadBuffer(GL_COLOR_ATTACHMENT0_EXT+framebuffer)
> data =
> glReadPixels(rect[0],rect[1],rect[2],rect[3],type,GL_UNSIGNED_BYTE)
> glReadBuffer(previous)
> if type==RGBA:
> return pygame.image.fromstring(data,(rect[2],rect[3]),'RGBA',1)
> elif type==RGB:
> return pygame.image.fromstring(data,(rect[2],rect[3]),'RGB',1)
> elif type==DEPTH:
> #What goes here?
>
> The surface that is returned is then saved (pygame.image.save()).
>
> The issue is that in the case of depth, data is of length x*y. In the case
> of RGB color, it is 3*rect[2]*rect[3]. In the case of RGBA, it is
> 4*rect[2]*rect[3]. PyGame doesn't know how to convert it (there's no
> pygame.image.fromstring(data,size,'R',1), for instance). What's a decent
> way to save the depth as an image?
>
> Thanks,
> Ian
>