try this method and just change some code with your requirement..
-(UIImage*) screenshotUIImage
{
    CGSize displaySize  = [self displaySize];
    CGSize winSize      = [self winSize];
    //Create buffer for pixels
    GLuint bufferLength = displaySize.width * displaySize.height * 4;
    GLubyte* buffer = (GLubyte*)malloc(bufferLength);
    //Read Pixels from OpenGL
    glReadPixels(0, 0, displaySize.width, displaySize.height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
    //Make data provider with data.
    CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer, bufferLength, NULL);
    //Configure image
    int bitsPerComponent = 8;
    int bitsPerPixel = 32;
    int bytesPerRow = 4 * displaySize.width;
    CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
    CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
    CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
    CGImageRef iref = CGImageCreate(displaySize.width, displaySize.height, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent);
    uint32_t* pixels = (uint32_t*)malloc(bufferLength);
    CGContextRef context = CGBitmapContextCreate(pixels, winSize.width, winSize.height, 8, winSize.width * 4, CGImageGetColorSpace(iref), kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
    CGContextTranslateCTM(context, 0, displaySize.height);
    CGContextScaleCTM(context, 1.0f, -1.0f);
    switch (deviceOrientation_)
    {
        case CCDeviceOrientationPortrait: break;
        case CCDeviceOrientationPortraitUpsideDown:
            CGContextRotateCTM(context, CC_DEGREES_TO_RADIANS(180));
            CGContextTranslateCTM(context, -displaySize.width, -displaySize.height);
            break;
        case CCDeviceOrientationLandscapeLeft:
            CGContextRotateCTM(context, CC_DEGREES_TO_RADIANS(-90));
            CGContextTranslateCTM(context, -displaySize.height, 0);
            break;
        case CCDeviceOrientationLandscapeRight:
            CGContextRotateCTM(context, CC_DEGREES_TO_RADIANS(90));
            CGContextTranslateCTM(context, displaySize.width * 0.5f, -displaySize.height);
            break;
    }
    CGContextDrawImage(context, CGRectMake(0.0f, 0.0f, displaySize.width, displaySize.height), iref);
    CGImageRef imageRef = CGBitmapContextCreateImage(context);
    UIImage *outputImage = [UIImage imageWithCGImage:imageRef];
    //Dealloc
    CGImageRelease(imageRef);
    CGDataProviderRelease(provider);
    CGImageRelease(iref);
    CGColorSpaceRelease(colorSpaceRef);
    CGContextRelease(context);
    free(buffer);
    free(pixels);
    return outputImage;
}
- (Texture2D*) screenshotTexture {
    return [[Texture2D alloc] initWithImage:[self screenshotUIImage]];
}
For More Info see This Link
Refer all answers and comments its very interesting 
i hope this help you