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Save context screenshot


shadmar
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buffer->colorcomponent[0]->GetPixels();

 

Then save the pixel data to a bitmap. Here's some code for loading bitmaps, so it's just this reversed:

#pragma once

#include "../Leadwerks3D.h"

namespace Leadwerks3D
{
bool BMPLoader::Load(AssetReference* assetreference, Stream* stream)
{
	int format, hsize, pad, hoffset, width, height, planes, bits, compression, isize, xpels, ypels, inuse, size, cols, x, y, r, g, b;
	Bank* pixels, *data;
	TextureReference* texturereference = (TextureReference*)assetreference;

	if (stream->ReadByte()!=Asc("B")) return false;
	if (stream->ReadByte()!=Asc("M")) return false;
	hsize=stream->ReadInt();
	pad=stream->ReadInt();
	hoffset=stream->ReadInt();
	size=stream->ReadInt();
	width=stream->ReadInt();
	height=stream->ReadInt();
	planes=stream->ReadShort();
	bits=stream->ReadShort();
	compression=stream->ReadInt();
	isize=stream->ReadInt();
	xpels=stream->ReadInt();
	ypels=stream->ReadInt();
	cols=stream->ReadInt();
	inuse=stream->ReadInt();
	hoffset -= 54;

	if (bits==32)
	{
		format = TEXTURE_RGBA;
	}
	else
	{
		format = TEXTURE_RGB;
	}

	switch (bits)
	{
	case 1:

		break;
	case 4:

		break;
	case 8:

		break;
	case 24:
		format = TEXTURE_BGR;
		pixels = CreateBank(width*height*3);
		//stream->ReadBytes(pixels->buf,pixels->GetSize());
		data = CreateBank(width*height*3);
		//stream->ReadBytes(data->buf,data->GetSize());

		for (y=height-1; y>-1; y--)
		{
			//for (x=0; x<width; x++)
			//{
				//r = stream->ReadByte();
				//g = stream->ReadByte();
				//b = stream->ReadByte();
				/*
				r = data->PeekByte(((height-1-y)*width+x)*3+0);
				g = data->PeekByte(((height-1-y)*width+x)*3+1);
				b = data->PeekByte(((height-1-y)*width+x)*3+2);

				pixels->PokeByte((width*y+x)*3+2,r);
				pixels->PokeByte((width*y+x)*3+1,g);
				pixels->PokeByte((width*y+x)*3+0,B);
				*/
				stream->ReadBytes(pixels->buf + (y*width*3),width*3);
			//}
		}

		//

		break;
	case 32:
		format = TEXTURE_RGBA;
		pixels = CreateBank(width*height*4);
		break;
	default:
		return false;
	}

	texturereference->Initialize(width,height,format,0,0);
	texturereference->GenerateMipmaps(pixels);

	delete pixels;
	return true;
}
}

 

 

 

 

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