From 0cd40028d998fbd986344cd4eea3c892e5bc649a Mon Sep 17 00:00:00 2001 From: itsmattkc Date: Sun, 18 Apr 2021 00:16:17 +1000 Subject: [PATCH] openglrenderer: use effective texture size rather than virtual size Oof, this was an oopsie. This appears to fix the issues on AMD and some Intel GPUs (the most prominent issues at least). --- app/render/opengl/openglrenderer.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/app/render/opengl/openglrenderer.cpp b/app/render/opengl/openglrenderer.cpp index 5b4fe5e82..9047a6b73 100644 --- a/app/render/opengl/openglrenderer.cpp +++ b/app/render/opengl/openglrenderer.cpp @@ -327,8 +327,8 @@ void OpenGLRenderer::DownloadFromTexture(Texture* texture, void *data, int lines PRINT_GL_ERRORS; functions_->glReadPixels(0, 0, - p.width(), - p.height(), + p.effective_width(), + p.effective_height(), (QOpenGLContext::openGLModuleType() == QOpenGLContext::LibGLES) ? GL_RGBA : GetPixelFormat(p.channel_count()), GetPixelType(p.format()), data);