From 4d35eaa766071fd8dedab8b6e2ee53710831c567 Mon Sep 17 00:00:00 2001 From: Sven Gothel <sgothel@jausoft.com> Date: Sat, 27 Apr 2013 08:47:24 +0200 Subject: GLReadBufferUtil: Utilizing PixelBufferProvider; Adding AWTGLReadBufferUtil adding BufferedImage support; Demonstrating w/ unit tests. --- src/jogl/classes/com/jogamp/opengl/util/awt/Screenshot.java | 2 ++ 1 file changed, 2 insertions(+) (limited to 'src/jogl/classes/com/jogamp/opengl/util/awt/Screenshot.java') diff --git a/src/jogl/classes/com/jogamp/opengl/util/awt/Screenshot.java b/src/jogl/classes/com/jogamp/opengl/util/awt/Screenshot.java index 0eab65380..2ffc27260 100644 --- a/src/jogl/classes/com/jogamp/opengl/util/awt/Screenshot.java +++ b/src/jogl/classes/com/jogamp/opengl/util/awt/Screenshot.java @@ -61,6 +61,8 @@ import com.jogamp.opengl.util.TGAWriter; * @deprecated Please consider using {@link com.jogamp.opengl.util.GLReadBufferUtil}, * which is AWT independent and does not require a CPU based vertical image flip * in case drawable {@link GLDrawable#isGLOriented() is in OpenGL orientation}. + * Further more you may use {@link AWTGLReadBufferUtil} to read out + * the framebuffer into a BufferedImage for further AWT processing. */ public class Screenshot { private Screenshot() {} -- cgit v1.2.3