// Hardcoded for now, but we could chose types more adequate to the
// texture internal format
- json.writeStringMember("__type__", "float");
+ json.writeStringMember("__type__", "uint8");
+ json.writeBoolMember("__normalized__", true);
json.writeNumberMember("__channels__", 4);
- float *pixels = new float[depth*width*height*4];
+ GLubyte *pixels = new GLubyte[depth*width*height*4];
- glGetTexImage(target, level, GL_RGBA, GL_FLOAT, pixels);
+ glGetTexImage(target, level, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
json.writeStringMember("__encoding__", "base64");
json.beginMember("__data__");
// Hardcoded for now, but we could chose types more adequate to the
// texture internal format
- json.writeStringMember("__type__", "float");
+ json.writeStringMember("__type__", "uint8");
+ json.writeBoolMember("__normalized__", true);
json.writeNumberMember("__channels__", 4);
- float *pixels = new float[width*height*4];
+ GLubyte *pixels = new GLubyte[width*height*4];
GLint drawbuffer = glretrace::double_buffer ? GL_BACK : GL_FRONT;
GLint readbuffer = glretrace::double_buffer ? GL_BACK : GL_FRONT;