この方法を試して、要件に合わせてコードを変更してください..
-(UIImage*) screenshotUIImage
{
CGSize displaySize = [self displaySize];
CGSize winSize = [self winSize];
//Create buffer for pixels
GLuint bufferLength = displaySize.width * displaySize.height * 4;
GLubyte* buffer = (GLubyte*)malloc(bufferLength);
//Read Pixels from OpenGL
glReadPixels(0, 0, displaySize.width, displaySize.height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
//Make data provider with data.
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer, bufferLength, NULL);
//Configure image
int bitsPerComponent = 8;
int bitsPerPixel = 32;
int bytesPerRow = 4 * displaySize.width;
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
CGImageRef iref = CGImageCreate(displaySize.width, displaySize.height, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent);
uint32_t* pixels = (uint32_t*)malloc(bufferLength);
CGContextRef context = CGBitmapContextCreate(pixels, winSize.width, winSize.height, 8, winSize.width * 4, CGImageGetColorSpace(iref), kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGContextTranslateCTM(context, 0, displaySize.height);
CGContextScaleCTM(context, 1.0f, -1.0f);
switch (deviceOrientation_)
{
case CCDeviceOrientationPortrait: break;
case CCDeviceOrientationPortraitUpsideDown:
CGContextRotateCTM(context, CC_DEGREES_TO_RADIANS(180));
CGContextTranslateCTM(context, -displaySize.width, -displaySize.height);
break;
case CCDeviceOrientationLandscapeLeft:
CGContextRotateCTM(context, CC_DEGREES_TO_RADIANS(-90));
CGContextTranslateCTM(context, -displaySize.height, 0);
break;
case CCDeviceOrientationLandscapeRight:
CGContextRotateCTM(context, CC_DEGREES_TO_RADIANS(90));
CGContextTranslateCTM(context, displaySize.width * 0.5f, -displaySize.height);
break;
}
CGContextDrawImage(context, CGRectMake(0.0f, 0.0f, displaySize.width, displaySize.height), iref);
CGImageRef imageRef = CGBitmapContextCreateImage(context);
UIImage *outputImage = [UIImage imageWithCGImage:imageRef];
//Dealloc
CGImageRelease(imageRef);
CGDataProviderRelease(provider);
CGImageRelease(iref);
CGColorSpaceRelease(colorSpaceRef);
CGContextRelease(context);
free(buffer);
free(pixels);
return outputImage;
}
- (Texture2D*) screenshotTexture {
return [[Texture2D alloc] initWithImage:[self screenshotUIImage]];
}
詳細については、このリンクを参照してください
非常に興味深いすべての回答とコメントを参照してください
これがあなたを助けることを願っています