OpenGL ES and Screen Capture

Aloha...
I have an app for the iPhone that utilizes a number of different views including two views that are openGL views. The program also has the ability to take a snapshot of the screen and store it to the photo album.
If I snapshot my non-openGL views, everything works properly. However, if I snapshot any of the openGL views, any non-openGL components are captured properly, but the openGL image itself is black (in this case, there is a non-openGL frame around an openGL animation... the frame gets captured perfectly, but the animation is missing).
I am using the following code to capture the screen:
screenRect = [window bounds];
UIGraphicsBeginImageCOntext(screenRect.size);
CGContextRef ctx = UIGraphicsGetCurrentContext();
[[UIColor blackColor] set];
CGContextFillRect(ctx,screenRect);
[window.layer renderInContext:ctx];
UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
UImageWriteToSavedPhotosAlbum(newImage,nil,nil,nil);
UIGraphicsEndImageContext();
Again... non-openGL graphics are captured and stored properly. Any openGL rendering does not capture and the space it takes up is blank.
Thanks!

In my case I wrote a custom exporter for C4D which outputs all of the mesh information which my code then reads in. The X-File format is okay but there is a **** of lot of information in those files that you don't need and will end up taking valuable space - especially if you are working on iPhone.
The Milkshape format is pretty simple to read but if you are looking for an okay source on this kind of thing take a look at: http://www.amazon.com/Focus-3D-Models-Game-Development/dp/1592000339

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