How to capture frames? #7188
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John-Nagle
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Start/stop capture are just for renderdoc captures (they need better docs). If you want to do something like "take a screenshot" you'll have to copy the texture to a buffer and then map it and read it back on the CPU. |
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What's the right way to capture the frame just rendered, for routine screenshots and such? There's start_capture and stop_capture:
That's all the documentation says. Those work with the RenderDoc graphics debugger, and don't really synchronize with rendering. The usage I've found is start_capture, wait one second, stop_capture, check if you got something.
There are a few relevant crates.
This is a common use case. What's best practice?
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