问题
I've spend a lot of time trying to figure this out but can't see what I am doing wrong.
This is my original image
Image recaptured 5 times
Recapturing the image multiple times clearly shows that there is something not right. Capturing it once is just ok but twice is enough to clearly see the difference.
I found these similar issues on stackoverflow:
Bitmap quality using glReadPixels with frame buffer objects
Extract pixels from TextureSurface using glReadPixels resulting in bad image Bitmap
(sorry limited to links I can add)
Unfortunately none of the proposed suggestions/solutions fixed my issue. This is my code:
private Bitmap createSnapshot (int x, int y, int w, int h) {
int bitmapBuffer[] = new int[w * h];
int bitmapSource[] = new int[w * h];
IntBuffer intBuffer = IntBuffer.wrap(bitmapBuffer);
intBuffer.position(0);
try {
glReadPixels(x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, intBuffer);
int offset1, offset2;
for (int i = 0; i < h; i++) {
offset1 = i * w;
offset2 = (h - i - 1) * w;
for (int j = 0; j < w; j++) {
int texturePixel = bitmapBuffer[offset1 + j];
int blue = (texturePixel >> 16) & 0xff;
int red = (texturePixel << 16) & 0x00ff0000;
int pixel = (texturePixel & 0xff00ff00) | red | blue;
bitmapSource[offset2 + j] = pixel;
}
}
} catch (GLException e) {
return null;
}
return Bitmap.createBitmap(bitmapSource, w, h, Bitmap.Config.ARGB_8888);
}
I'm using OpenGL 2. For bitmap compression I am using PNG. Tested it using JPEG (quality 100) and the result is the same but slightly worse.
There is also a slight yellowish tint added to the image.
来源:https://stackoverflow.com/questions/41994649/android-low-image-quality-altered-image-when-using-glreadpixels