   DevIL question
  Hi!I want to use an opengl texture (already loaded) as a DevIL image to save it as a bmp. I´ve modified it trough a fragment shader and rendered it using a fbo. Now i want DevIL to write it to disk.Is there a way to do this? i can use the DevIL loaded images in OpenGL, but is there a way to do the opposite?   
  Here is my code to create screenshots. You should be able to adapt it to FBOs.void Renderer::takeScreenshot(const std::string &filename){    uint8_t data[m_width*m_height*4];    glReadPixels(0, 0, m_width, m_height, GL_RGBA, GL_UNSIGNED_BYTE, data);    ILuint img;    ilGenImages(1, &img);    ilBindImage(img);    ilTexImage(m_width, m_height, 0, 4, IL_RGBA, IL_UNSIGNED_BYTE, data);    ilEnable(IL_FILE_OVERWRITE);    ilSaveImage(filename.c_str());    ilDeleteImages(1, &img);};  Thank you, i used your method and retrieved the texture data using glGetTexImage() instead of ReadPixels. Works like a charm.   