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    copied!<pre><code>- (UIImage*) getGLScreenshot { NSInteger myDataLength = 320 * 480 * 4; // allocate array and read pixels into it. GLubyte *buffer = (GLubyte *) malloc(myDataLength); glReadPixels(0, 0, 320, 480, GL_RGBA, GL_UNSIGNED_BYTE, buffer); // gl renders "upside down" so swap top to bottom into new array. // there's gotta be a better way, but this works. GLubyte *buffer2 = (GLubyte *) malloc(myDataLength); for(int y = 0; y &lt;480; y++) { for(int x = 0; x &lt;320 * 4; x++) { buffer2[(479 - y) * 320 * 4 + x] = buffer[y * 4 * 320 + x]; } } // make data provider with data. CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer2, myDataLength, NULL); // prep the ingredients int bitsPerComponent = 8; int bitsPerPixel = 32; int bytesPerRow = 4 * 320; CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB(); CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault; CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault; // make the cgimage CGImageRef imageRef = CGImageCreate(320, 480, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent); // then make the uiimage from that UIImage *myImage = [UIImage imageWithCGImage:imageRef]; return myImage; } - (void)saveGLScreenshotToPhotosAlbum { UIImageWriteToSavedPhotosAlbum([self getGLScreenshot], nil, nil, nil); } </code></pre> <p><a href="http://getsetgames.com/2009/07/30/5-ways-to-take-screenshots-of-your-iphone-app/" rel="noreferrer">Source</a>.</p>
 

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