相信使用cocos2d官方论坛提供的截屏方法,或者其他使用openGL方式截屏的同志们,会发现在iOS6系统的真机上截图为全黑色,但是在其他版本系统的真机上没问题,而且在模拟器上也没问题,包括iOS6的模拟器。网上狂搜了一把,解决方案如下:
第一种:设置GLView的preserveBackbuffer属性值为YES:
在AppDelegate.m文件中找到:
EAGLView *glView = [EAGLView viewWithFrame:[window bounds]
pixelFormat:kEAGLColorFormatRGB565 // kEAGLColorFormatRGBA8
depthFormat:0 // GL_DEPTH_COMPONENT16_OES
];
将其修改为:
EAGLView *glView = [EAGLView viewWithFrame:[window bounds]
pixelFormat:kEAGLColorFormatRGB565 // kEAGLColorFormatRGBA8
depthFormat:0 // GL_DEPTH_COMPONENT16_OES
preserveBackbuffer:YES
sharegroup:nil
multiSampling:NO
numberOfSamples:0
];
第二种:使用以下一种截屏函数:
+(UIImage*) makeaShot
{
[CCDirector sharedDirector].nextDeltaTimeZero = YES;
CGSize winSize = [CCDirector sharedDirector].winSize;
CCLayerColor* whitePage = [CCLayerColor layerWithColor:ccc4(255, 255, 255, 0) width:winSize.width height:winSize.height];
whitePage.position = ccp(winSize.width/2, winSize.height/2);
CCRenderTexture* rtx = [CCRenderTexture renderTextureWithWidth:winSize.width height:winSize.height];
[rtx begin];
[whitePage visit];
[[[CCDirector sharedDirector] runningScene] visit];
[rtx end];
return [rtx getUIImageFromBuffer];
}
-(UIImage*) screenshotWithStartNode:(CCNode*)startNode
{
[CCDirector sharedDirector].nextDeltaTimeZero = YES;
CGSize winSize = [CCDirector sharedDirector].winSize;
CCRenderTexture* rtx =
[CCRenderTexture renderTextureWithWidth:winSize.width
height:winSize.height];
[rtx begin];
[startNode visit];
[rtx end];
return [rtx getUIImage];
}
CCScene *scene = [[CCDirector sharedDirector] runningScene];
CCNode *n = [scene.children objectAtIndex:0];
UIImage *img = [self screenshotWithStartNode:n];
参考链接:
http://www.cocos2d-iphone.org/forum/topic/40858
http://www.cocos2d-iphone.org/forum/topic/1722/page/4
http://stackoverflow.com/questions/12413460/cocos2d-2-0-screenshots-on-ios-6
http://bentrengrove.com/blog/2012/10/23/taking-screenshots-in-cocos2d-on-ios6
http://www.cocos2d-iphone.org/forum/topic/37809