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Home/ Questions/Q 6605095
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Editorial Team
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Editorial Team
Asked: May 25, 20262026-05-25T19:14:35+00:00 2026-05-25T19:14:35+00:00

I’m working on a paint app for iphone. In my code I’m using an

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I’m working on a paint app for iphone. In my code I’m using an imageView which contain outline image on which I am puting CAEAGLLayer for filling colors in outline image. Now I am taking screenshot of OpenGL ES [CAEAGLLayer] rendered content using function:

- (UIImage*)snapshot:(UIView*)eaglview{
GLint backingWidth1, backingHeight1;

// Bind the color renderbuffer used to render the OpenGL ES view
// If your application only creates a single color renderbuffer which is already bound at this point, 
// this call is redundant, but it is needed if you're dealing with multiple renderbuffers.
// Note, replace "_colorRenderbuffer" with the actual name of the renderbuffer object defined in your class.
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);

// Get the size of the backing CAEAGLLayer
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_WIDTH_OES, &backingWidth1);
glGetRenderbufferParameterivOES(GL_RENDERBUFFER_OES, GL_RENDERBUFFER_HEIGHT_OES, &backingHeight1);

NSInteger x = 0, y = 0, width = backingWidth1, height = backingHeight1;
NSInteger dataLength = width * height * 4;
GLubyte *data = (GLubyte*)malloc(dataLength * sizeof(GLubyte));

// Read pixel data from the framebuffer
glPixelStorei(GL_PACK_ALIGNMENT, 4);
glReadPixels(x, y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);

// Create a CGImage with the pixel data
// If your OpenGL ES content is opaque, use kCGImageAlphaNoneSkipLast to ignore the alpha channel
// otherwise, use kCGImageAlphaPremultipliedLast
CGDataProviderRef ref = CGDataProviderCreateWithData(NULL, data, dataLength, NULL);
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceRGB();
CGImageRef iref = CGImageCreate(width, height, 8, 32, width * 4, colorspace, kCGBitmapByteOrder32Big | kCGImageAlphaPremultipliedLast,
                                ref, NULL, true, kCGRenderingIntentDefault);

// OpenGL ES measures data in PIXELS
// Create a graphics context with the target size measured in POINTS
NSInteger widthInPoints, heightInPoints;
if (NULL != UIGraphicsBeginImageContextWithOptions) {
    // On iOS 4 and later, use UIGraphicsBeginImageContextWithOptions to take the scale into consideration
    // Set the scale parameter to your OpenGL ES view's contentScaleFactor
    // so that you get a high-resolution snapshot when its value is greater than 1.0
    CGFloat scale = eaglview.contentScaleFactor;
    widthInPoints = width / scale;
    heightInPoints = height / scale;
    UIGraphicsBeginImageContextWithOptions(CGSizeMake(widthInPoints, heightInPoints), NO, scale);
}
else {
    // On iOS prior to 4, fall back to use UIGraphicsBeginImageContext
    widthInPoints = width;
    heightInPoints = height;
    UIGraphicsBeginImageContext(CGSizeMake(widthInPoints, heightInPoints));
}

CGContextRef cgcontext = UIGraphicsGetCurrentContext();

// UIKit coordinate system is upside down to GL/Quartz coordinate system
// Flip the CGImage by rendering it to the flipped bitmap context
// The size of the destination area is measured in POINTS
CGContextSetBlendMode(cgcontext, kCGBlendModeCopy);
CGContextDrawImage(cgcontext, CGRectMake(0.0, 0.0, widthInPoints, heightInPoints), iref);

// Retrieve the UIImage from the current context
UIImage *image = UIGraphicsGetImageFromCurrentImageContext();

UIGraphicsEndImageContext();

// Clean up
free(data);
CFRelease(ref);
CFRelease(colorspace);
CGImageRelease(iref);

return image;}

combining this screenshot with outline image using function:

- (void)Combine:(UIImage *)Back{


UIImage *Front =backgroundImageView.image;


//UIGraphicsBeginImageContext(Back.size);  
UIGraphicsBeginImageContext(CGSizeMake(640,960));
// Draw image1  
[Back drawInRect:CGRectMake(0, 0, Back.size.width*2, Back.size.height*2)];  

// Draw image2  
[Front drawInRect:CGRectMake(0, 0, Front.size.width*2, Front.size.height*2)];  

UIImage *resultingImage = UIGraphicsGetImageFromCurrentImageContext();  


UIImageWriteToSavedPhotosAlbum(resultingImage, nil, nil, nil);


UIGraphicsEndImageContext();  

}

Save this image to photoalbum using function

 -(void)captureToPhotoAlbum {
[self Combine:[self snapshot:self]];
UIAlertView *alert = [[UIAlertView alloc] initWithTitle:@"Success" message:@"Image saved to Photo Album" delegate:nil cancelButtonTitle:@"OK" otherButtonTitles:nil];
[alert show];
[alert release];    }

Above Code is working but the image quality of screenshot is poor. On the outlines of the brush, there is a grayish outline. I have uploaded a screenshot of my app which is combination of opengles content & UIImage.

Screenshot

Is there any way to get retina display screenshot of opengles-CAEaglelayer content.

Thank you in advance!

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-25T19:14:36+00:00Added an answer on May 25, 2026 at 7:14 pm

    I don’t believe that resolution is your issue here. If you aren’t seeing the grayish outlines on your drawing when it appears on the screen, odds are that you’re observing a compression artifact in the saving process. Your image is probably being saved as a lower-quality JPEG image, where artifacts will appear on sharp edges, like the ones in your drawing.

    To work around this, Ben Weiss’s answer here provides the following code for forcing your image to be saved to the photo library as a PNG:

    UIImage* im = [UIImage imageWithCGImage:myCGRef]; // make image from CGRef
    NSData* imdata =  UIImagePNGRepresentation ( im ); // get PNG representation
    UIImage* im2 = [UIImage imageWithData:imdata]; // wrap UIImage around PNG representation
    UIImageWriteToSavedPhotosAlbum(im2, nil, nil, nil); // save to photo album
    

    While this is probably the easiest way to address your problem here, you could also try employing multisample antialiasing, as Apple describes in the “Using Multisampling to Improve Image Quality” section of the OpenGL ES Programming Guide for iOS. Depending on how fill-rate limited you are, MSAA might lead to a little bit of slowdown in your application.

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