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() {}
-- 
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