- glReadPixels(screenPos.x, screenPos.y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE,
- NULL);
- // TODO: use this
- /* glReadPixels(0, 0, shadeWidth, shadeHeight, GL_RGBA, GL_UNSIGNED_BYTE, */
+ // It would be nice if this worked. But it doesn't
+ // macOS driver does this synchronously
+ /* glReadPixels(screenPos.x, screenPos.y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE,
+ */