I'm struggling to read meaningful values from an image asset's Image.getPixels() method on the WebGL platform - everything is just set to 0,0,0,0;
The very first line of WebGLImage.getPixels() is
if (frameBuffer == null) return null;
so clearly the frameBuffer has to be set first - this only seems to happen in createTexture() when renderTarget is set to true, and renderTarget is not set to true for preloaded Assets.
Even so, I set renderTarget to true ( I had to change it's access to public ), called createTexure(), then getPixels(), but I still get an array of complete zeros.
Any clues as to how to read the pixles from an image asset?