GL_RGBA -> GL_BGRA
Although... should probably have a means to detect which it is supposed to be
since it might be different on other machines?
int w = ViewportWidth();
int h = ViewportHeight();
int w = ViewportWidth();
int h = ViewportHeight();
- unsigned char * pixels = new unsigned char[w*h*4];
+ unsigned char * pixels = new unsigned char[w*h*3];
- Fatal("Failed to allocate %d x %d x 4 = %d pixel array", w, h, w*h*4);
+ Fatal("Failed to allocate %d x %d x 4 = %d pixel array", w, h, w*h*3);
- glReadPixels(0,0,w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+ glReadPixels(0,0,w, h, GL_BGRA, GL_UNSIGNED_BYTE, pixels);
- SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(pixels, w, h, 8*4, w*4, 0,0,0,0);
+ SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(pixels, w, h, 8*3, w*3, 0,0,0,0);
if (surf == NULL)
Fatal("Failed to create SDL_Surface from pixel data - %s", SDL_GetError());
if (surf == NULL)
Fatal("Failed to create SDL_Surface from pixel data - %s", SDL_GetError());