snapshot of OpenGL ES view iOs 6.0 [duplicate] - ios

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Closed 10 years ago.
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Why is glReadPixels() failing in this code in iOS 6.0?
We're trying to take a snapshot of OpenGL ES view and to save the result in a UIImage.
For iOS 5.x our function works well.
For iOS 6 our function works only on the simulator and not on the device. We receive a blank (white) image on the device.
We referred to the technical report at http://developer.apple.com/library/ios/#qa/qa1704/_index.html
and our function is almost identical to the function presented by apple in this technical report
Enclosed below is our function (in the Additional Details window).
We would be grateful to receive an assistance and we hope to have a reply as soon as possible since our app is currently online with this critical bug.
(BTW, we use only opengl es and not cocos2d)
PLEASE HELP.

In case you didn't get an answer on this: As documented in some other posts, I found that this only affected devices and not the emulator running my app. I set CAEAGLLayer drawableProperties when initializing with kEAGLDrawablePropertyRetainedBacking set true. Haven't noticed a huge hit in speed and my captures are working again.

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iOS App does not take full screen on some iPhones [closed]

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Closed 4 years ago.
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I encounter a very strange problem: I got reports from some of my clients that my iPhone App does not show up full screen. It leaves a black bar on top and bottom of the screen. I have got one sample report from a client running iPhone 7 and iOS 12.1. Having the same device and installing the same App (AppStore download, as client does) I cannot reproduce this behaviour. I cannot reproduce it on none of my many devices and iOS versions nor on the simulators. According to AppStore reviews other clients are facing the same behaviour too, but nobody I know can reproduce it. I attached a screenshot taken by one of the clients: anonymous screenshot of app with black bars
Edit (due to Question put on hold by guys not understanding the question...): The desired behaviour of course is an App presenting full screen without any black bars
The project is all iOS/XCode default, I am using a LaunchScreen.storyboard with identical settings than a new default XCode Project. I am developing using XCode 9.4, Deployment Target is 9.0, the project is in Swift. I am aware that this was a common problem with the arrival of iPhone 5, but it should no longer occur if using Launch storyboards. None of my other app share this problem.
Does anybody has an advice?
It looks like you are using an old way of determining launch screen. After iOS7 you can define a launch storyboard to create the launch screen. If you use the old method by assets, were you add some images to be used as launch screen, the app 'understands' that is not updated for iOS greater than 7, so, you have to remove these assets screens and use the launch storyboard. It must fix the top and bottom banners.
You can add LuanchImage like:
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