I want to read pixels from the screen/monitor after the image has been displayed to the user.
MS provides Graphics.CopyFromScreen
which apparently:
Performs a bit-block transfer of color data from the screen to the drawing surface of the Graphics.
But is this really true? Does it not read the pixels from the frame buffer?
glReadPixels
(doc) reads from the frame buffer - is that before or after the screen has been updated (it doesn't specify)?
Would the "MS" equivalent to glReadPixels
be to use DirectX's GetBuffer
? (such as the answer provided here)