If you're creating something with Graphics.createArrayBuffer then yes you can read pixels back, and actually it's already done when drawing antialiased lines/polys/fonts.
So in that case, RGBA could be added. It's just not been worth the extra overhead (it might end up making normal draws slower) when I don't think it would get used much - it's extremely rare you have a device with enough RAM to store a decent size RGB image.
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If you're creating something with
Graphics.createArrayBuffer
then yes you can read pixels back, and actually it's already done when drawing antialiased lines/polys/fonts.So in that case, RGBA could be added. It's just not been worth the extra overhead (it might end up making normal draws slower) when I don't think it would get used much - it's extremely rare you have a device with enough RAM to store a decent size RGB image.