For some reason, when I start recording my game with FRAPS, I can no longer get pixels from my textures:
int size = m_iWidth*m_iHeight*16;
m_bbPixels = ByteBuffer.allocateDirect(size);
GL11.glGetTexImage(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, GL11.GL_UNSIGNED_BYTE, m_bbPixels);
m_pixels = new int[m_iWidth*m_iHeight];
when recording, m_pixels
gets filled with 0's instead of the texture's contents, or glGetTexImage stops working. I'm not sure which.
Does anyone have any idea why this could be?