I think you want to render to a texture, convert the texture to a Pixmap, and then parse the pixmap to draw your ASCII characters to the real screen.
First, to render to a texture (offscreen buffer) in LibGDX, use a FrameBufferObject
:
fbo = new FrameBuffer();
fbo.begin();
// draw your stuff
// ...
fbo.end();
Second, to get bytes that the CPU can use, you can use the [ScreenUtils
class](http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/utils/ScreenUtils.html
). You can either get a Pixmap
or a raw byte[]
. For example, replace the // ...
above with:
Pixmap p = ScreenUtils.getFrameBufferPixmap(0, 0, width, height);
Now you can wander over the pixmap checking out pixels (using [Pixmap.getPixel
](http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/graphics/Pixmap.html#getPixel(int, int))).