Reputation: 6882
I'm exporting my OpenGL drawings to a UIImage using the following method:
-(UIImage*)saveOpenGLDrawnToUIImage:(NSInteger)aWidth height:(NSInteger)aHeight {
NSInteger myDataLength = aWidth * aHeight * 4;
GLubyte *buffer = (GLubyte *) malloc(myDataLength);
glReadPixels(0, 0, aWidth, aHeight, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
GLubyte *buffer2 = (GLubyte *) malloc(myDataLength);
for(int y = 0; y < aHeight; y++)
{
for(int x = 0; x < aWidth * 4; x++)
{
buffer2[(aHeight-1 - y) * aWidth * 4 + x] = buffer[y * 4 * aWidth + x];
}
}
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer2, myDataLength, NULL);
int bitsPerComponent = 8;
int bitsPerPixel = 32;
int bytesPerRow = 4 * aWidth;
CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
CGImageRef imageRef = CGImageCreate(aWidth, aHeight, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent);
UIImage *myImage = [UIImage imageWithCGImage:imageRef];
return myImage;
}
But the background is always black instead of transparent.
I tried using CGImageRef imageRef = CGImageCreateWithPNGDataProvider(provider, NULL, NO, kCGRenderingIntentDefault);
but it always generates nil.
How can I get this to process with a transparent background?
Upvotes: 3
Views: 254
Reputation: 16774
This is a question on how to create an image from raw RGBA data. I think you are missing a descriptor on the bitmap info to tell that you want an alpha channel...
Try Creating UIImage from raw RGBA data
The first comment is describing you should use kCGBitmapByteOrder32Big|kCGImageAlphaLast
Upvotes: 2