Hello,
when using full Iw2D, it is somewhat easy to get texture data:
CIw2DImage* image = Iw2DCreateImage(surface);
CIwMaterial* material = image->GetMaterial();
CIwTexture* texture = material->GetTexture();
uint8* pixels = texture->GetTexels();
CIwImage::Format format = texture->GetFormat();
How to accomplish the same with Iw2D_lite?












Is there any reason you can't use Iw2D? IW2D_lite is a massively cut-down IW2D for an era of devices that were incredibly underpowered, there's actually not much reason to use it these days.
I am porting OpenGL application from pre-shaders era, i.e. OpenGL ES 1.x. This gives two "contradictions" / conclusions In context of IwGx:
1. First:
a. EGL 1.x limits the amount of GPU power available,
b. IwGx is feature reach library -> it might introduce additional API cost (and the power is already limited by a.).
2. Second.
a. EGL 1.x limits the amount of available features,
b. IwGx is feature reach library -> but EGL 1.x limits the features anyway.
As for the Iw2D, I ended simply writing to uint8 buffer.