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Home/ Questions/Q 3761132
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Editorial Team
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Editorial Team
Asked: May 19, 20262026-05-19T10:34:44+00:00 2026-05-19T10:34:44+00:00

So my glReadPixel call: glPixelStorei(GL_PACK_ALIGNMENT, 1); GLfloat lebuf[128 * 128 * 4]; glReadPixels(0, 0,

  • 0

So my glReadPixel call:

  glPixelStorei(GL_PACK_ALIGNMENT, 1);
  GLfloat lebuf[128 * 128 * 4];
  glReadPixels(0, 0, 128, 128, GL_RGBA, GL_FLOAT, lebuf);

just puts 1.0 values in the lebuf array. This is just after finishing drawing the page, and the resultant result is a “white” image.

checking the GL errors indicate that there’s nothing wrong.

what could have possibly gone wrong?

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  1. Editorial Team
    Editorial Team
    2026-05-19T10:34:44+00:00Added an answer on May 19, 2026 at 10:34 am

    Make sure glReadBuffer(GL_FRONT) is set before glReadPixels. If it is not, you could be reading from a different buffer, such as the back buffer when double buffering.

    And of course, ensure that your capture area – 128×128 – is not all white.

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