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@ -1610,7 +1610,7 @@ void rlglInitGraphics(int offsetX, int offsetY, int width, int height) |
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// NOTE: Don't confuse glViewport with the transformation matrix |
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// NOTE: glViewport just defines the area of the context that you will actually draw to. |
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set background color (black) |
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Set clear color (black) |
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//glClearDepth(1.0f); // Clear depth buffer (default) |
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers, depth buffer is used for 3D |
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@ -2063,11 +2063,16 @@ unsigned char *rlglReadScreenPixels(int width, int height) |
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// Flip image vertically! |
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unsigned char *imgData = (unsigned char *)malloc(width*height*sizeof(unsigned char)*4); |
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for (int y = height-1; y >= 0; y--) |
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for (int y = height - 1; y >= 0; y--) |
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{ |
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for (int x = 0; x < (width*4); x++) |
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{ |
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imgData[x + (height - y - 1)*width*4] = screenData[x + (y*width*4)]; |
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// Flip line |
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imgData[((height - 1) - y)*width*4 + x] = screenData[(y*width*4) + x]; |
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// Set alpha component value to 255 (no trasparent image retrieval) |
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// NOTE: Alpha value has already been applied to RGB in framebuffer, we don't need it! |
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if (((x + 1)%4) == 0) imgData[((height - 1) - y)*width*4 + x] = 255; |
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} |
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} |
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