if i write
glColor4f(1.0,0,0, 1.0);
glReadPixels(touch1Point.x,viewport[3]-touch1Point.y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixelColor[0]);
pixelColor return 255 , 0 , 0
what is the right glReadPixels call that give me back 1.0 0 0 ?
if i write
glColor4f(1.0,0,0, 1.0);
glReadPixels(touch1Point.x,viewport[3]-touch1Point.y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixelColor[0]);
pixelColor return 255 , 0 , 0
what is the right glReadPixels call that give me back 1.0 0 0 ?