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Some notes concerning current OpenGL ES limitations on Android
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@@ -953,7 +953,22 @@ public class GLTexture extends PImage implements PConstants, GLConstants
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}
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IntBuffer buffer = BufferUtil.newIntBuffer(size);
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gl.glBindTexture(texTarget, tex[0]);
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// Not Available:
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//gl.glGetTexImage(texTarget, 0, glFormat, glType, buffer);
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// TODO:
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// There is no GetTexImage, but if the texture is in a renderable format (RGB or RGBA, not L, A, or LA)
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// then you can bind it to an FBO and use glReadPixels.
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// From: http://www.idevgames.com/forum/showthread.php?t=17044
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// Unfortunately, FBO support seems to be available only on iPhone through an custom extension (glBindFramebufferOES, etc).
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// Read also note on opengl page on android site:
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// http://developer.android.com/guide/topics/graphics/opengl.html
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// Specifically:
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// "Finally, note that though Android does include some basic support for OpenGL ES 1.1, the support is not complete,
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// and should not be relied upon at this time."
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// :-(
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gl.glBindTexture(texTarget, 0);
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