Hmm, general front buffer reading is bad for texture based RTTs, so fixed this change to the screenshot method.
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@1558 dfc29bdd-3216-0410-991c-e03cc46cb475master
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8050b2d031
commit
05c55f7151
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@ -319,8 +319,6 @@ bool COpenGLDriver::genericDriverInit(const core::dimension2d<s32>& screenSize,
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else
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os::Printer::log("GLSL not available.", ELL_INFORMATION);
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// We want to read the front buffer to get the latest render finished.
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glReadBuffer(GL_FRONT);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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// Reset The Current Viewport
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@ -2688,7 +2686,10 @@ IImage* COpenGLDriver::createScreenShot()
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glPixelStorei(GL_PACK_INVERT_MESA, GL_TRUE);
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#endif
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// We want to read the front buffer to get the latest render finished.
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glReadBuffer(GL_FRONT);
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glReadPixels(0, 0, ScreenSize.Width, ScreenSize.Height, GL_RGB, GL_UNSIGNED_BYTE, pPixels);
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glReadBuffer(GL_BACK);
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#ifdef GL_MESA_pack_invert
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if (FeatureAvailable[IRR_MESA_pack_invert])
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