Reading displayed pixels on the screenDirectX 11 framebuffer capture (C++, no Win32 or D3DX)How to read a pixel off of the screen?Reading depth value of transparent plane with glReadPixels and gluUnProjectReading data using glReadPixel() with multisamplingA function like “glReadPixels” in DirectX / SharpDXglCopyTexImage2D doesn't work with GL_RGBA when reading from PBufferOpenGL, wait for output to be displayed on screenerror 0x0502 when reading pixels to PBO from FBOHow to display the tiny triangles or recognize them quickly?Reading data from gpu asynchronously with Pixel Buffer ObjectsPossible to read a single sample from MSAA FBO?

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Reading displayed pixels on the screen


DirectX 11 framebuffer capture (C++, no Win32 or D3DX)How to read a pixel off of the screen?Reading depth value of transparent plane with glReadPixels and gluUnProjectReading data using glReadPixel() with multisamplingA function like “glReadPixels” in DirectX / SharpDXglCopyTexImage2D doesn't work with GL_RGBA when reading from PBufferOpenGL, wait for output to be displayed on screenerror 0x0502 when reading pixels to PBO from FBOHow to display the tiny triangles or recognize them quickly?Reading data from gpu asynchronously with Pixel Buffer ObjectsPossible to read a single sample from MSAA FBO?













0















I want to read pixels from the screen/monitor after the image has been displayed to the user.



MS provides Graphics.CopyFromScreen which apparently:




Performs a bit-block transfer of color data from the screen to the
drawing surface of the Graphics.




But is this really true? Does it not read the pixels from the frame buffer?



glReadPixels (doc) reads from the frame buffer - is that before or after the screen has been updated (it doesn't specify)?



Would the "MS" equivalent to glReadPixels be to use DirectX's GetBuffer? (such as the answer provided here)










share|improve this question






















  • Using OpenGL (with context and other stuff) glReadPixels reads from the buffer bound to GL_READ_FRAMEBUFFER. It happens that the shown window is also bound for reading. So you read pixels after the image is displayed.

    – Ripi2
    Mar 7 at 20:44












  • How do you present the content on the screen? Rendered with OpenGL -> use glReadPixels. Rendered with DirectX -> use directx method. Other method -> depends on which method you are using.

    – BDL
    Mar 8 at 8:43















0















I want to read pixels from the screen/monitor after the image has been displayed to the user.



MS provides Graphics.CopyFromScreen which apparently:




Performs a bit-block transfer of color data from the screen to the
drawing surface of the Graphics.




But is this really true? Does it not read the pixels from the frame buffer?



glReadPixels (doc) reads from the frame buffer - is that before or after the screen has been updated (it doesn't specify)?



Would the "MS" equivalent to glReadPixels be to use DirectX's GetBuffer? (such as the answer provided here)










share|improve this question






















  • Using OpenGL (with context and other stuff) glReadPixels reads from the buffer bound to GL_READ_FRAMEBUFFER. It happens that the shown window is also bound for reading. So you read pixels after the image is displayed.

    – Ripi2
    Mar 7 at 20:44












  • How do you present the content on the screen? Rendered with OpenGL -> use glReadPixels. Rendered with DirectX -> use directx method. Other method -> depends on which method you are using.

    – BDL
    Mar 8 at 8:43













0












0








0








I want to read pixels from the screen/monitor after the image has been displayed to the user.



MS provides Graphics.CopyFromScreen which apparently:




Performs a bit-block transfer of color data from the screen to the
drawing surface of the Graphics.




But is this really true? Does it not read the pixels from the frame buffer?



glReadPixels (doc) reads from the frame buffer - is that before or after the screen has been updated (it doesn't specify)?



Would the "MS" equivalent to glReadPixels be to use DirectX's GetBuffer? (such as the answer provided here)










share|improve this question














I want to read pixels from the screen/monitor after the image has been displayed to the user.



MS provides Graphics.CopyFromScreen which apparently:




Performs a bit-block transfer of color data from the screen to the
drawing surface of the Graphics.




But is this really true? Does it not read the pixels from the frame buffer?



glReadPixels (doc) reads from the frame buffer - is that before or after the screen has been updated (it doesn't specify)?



Would the "MS" equivalent to glReadPixels be to use DirectX's GetBuffer? (such as the answer provided here)







opengl graphics directx glreadpixels






share|improve this question













share|improve this question











share|improve this question




share|improve this question










asked Mar 7 at 13:08









pookiepookie

1,35031541




1,35031541












  • Using OpenGL (with context and other stuff) glReadPixels reads from the buffer bound to GL_READ_FRAMEBUFFER. It happens that the shown window is also bound for reading. So you read pixels after the image is displayed.

    – Ripi2
    Mar 7 at 20:44












  • How do you present the content on the screen? Rendered with OpenGL -> use glReadPixels. Rendered with DirectX -> use directx method. Other method -> depends on which method you are using.

    – BDL
    Mar 8 at 8:43

















  • Using OpenGL (with context and other stuff) glReadPixels reads from the buffer bound to GL_READ_FRAMEBUFFER. It happens that the shown window is also bound for reading. So you read pixels after the image is displayed.

    – Ripi2
    Mar 7 at 20:44












  • How do you present the content on the screen? Rendered with OpenGL -> use glReadPixels. Rendered with DirectX -> use directx method. Other method -> depends on which method you are using.

    – BDL
    Mar 8 at 8:43
















Using OpenGL (with context and other stuff) glReadPixels reads from the buffer bound to GL_READ_FRAMEBUFFER. It happens that the shown window is also bound for reading. So you read pixels after the image is displayed.

– Ripi2
Mar 7 at 20:44






Using OpenGL (with context and other stuff) glReadPixels reads from the buffer bound to GL_READ_FRAMEBUFFER. It happens that the shown window is also bound for reading. So you read pixels after the image is displayed.

– Ripi2
Mar 7 at 20:44














How do you present the content on the screen? Rendered with OpenGL -> use glReadPixels. Rendered with DirectX -> use directx method. Other method -> depends on which method you are using.

– BDL
Mar 8 at 8:43





How do you present the content on the screen? Rendered with OpenGL -> use glReadPixels. Rendered with DirectX -> use directx method. Other method -> depends on which method you are using.

– BDL
Mar 8 at 8:43












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