ReadPixels is always slow. Not only does it have to flush the GL
pipeline, storing information which is not kept on a eglswapbuffers
(depth and stencil), but it has to convert from the internal
rasterization formats to a RSO format.
If readpixels wasn't required for the CTS, then it would have be
What I am trying to do is to capture the framebuffers more than 25
times per second.
Using the Nexus S(with PowerVR SGX 540 GPU) I could capture the
framebuffers using glReadPixels almost 20 times per second.
However, with Samsung galaxy S2(MALI 400 GPU) I can only capture the
framebuffers 8 times
" In HC screenshots are implemented by re-rendering the screen
to a texture."
And how do you do that? There is another way to access the texture
data beyond using glTexImage2D ?
On Sep 13, 5:12 pm, Dianne Hackborn wrote:
> As a general rule, the faster the GPU is, the slower and less useful
> g
As a general rule, the faster the GPU is, the slower and less useful
glReadPixels is. This is certainly not a good way to do high frame rate
video capture. In HC screenshots are implemented by re-rendering the screen
to a texture.
On Tue, Sep 13, 2011 at 7:52 AM, drjunior wrote:
> What I am tr