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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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+
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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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