SavepixmapPNG - broken?
Archives Forums/BlitzMax Bug Reports/SavepixmapPNG - broken?
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Function savescreenshot(slot) Local Screen:Timage = CreateImage(640,480) GrabImage(Screen,0,0) Local Screentemp:TPixmap = LockImage(Screen) Local Savedpic=SavePixmapPNG(Screentemp,"save/"+String(slot)+".png") End FunctionThis works as a stand-alone program, but ingame does nothing - 'Savedpic' seems to return true... Please help! |
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What do you mean by "does nothing"? Doesn't save a file at all? Saves a blank 640x480 image? Something else? Also, why are you using CreateImage/GrabImage then converting that to a pixmap when GrabPixmap will do the same thing in one function? |
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Oh I've tried it both ways, just wanted to see. Point is it works in standalone program. I'm also using no custom GL / DX in-game, on a Mac. I'm trying to save the back-buffer. SavePixmapPNG always returns true. In standaone program it saves the image, in the game it saves nothing. |
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on a Mac Its these nuggets of knowledge that should appear in your first post.Since I don't own a Mac I can't test or offer any help with this (other than recommend you use GrabPixmap anyway). |
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Doesn't save a file at all? Saves a blank 640x480 image? Something else? Are you doing it before or after a Flip? Fullscreen? |
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Found a solution -but it's hacky: Local Screentemp:TPixmap = GrabPixmap(0,0,640,480) Screentemp = GrabPixmap(0,0,640,480) Local Savedpic=SavePixmapPNG(Screentemp,"save/"+String(slot)+".png") GrabPixmap x 2 seems to work... Maybe it's some kind of triple-buffer issue? Who knows. |
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That's interesting. GrabImage/GrabPixmap not working has been reported before, very recently, and once before that about a year ago. Didn't realise it effected the Mac version too. This seriously needs looking into. |
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