BGE bug #29133: Render to Texture not working. Fixed by using same viewport to render and capture.
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@ -31,6 +31,7 @@ http://www.gnu.org/copyleft/lesser.txt.
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#include "GL/glew.h"
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#include "GL/glew.h"
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#include "KX_PythonInit.h"
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#include "Texture.h"
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#include "Texture.h"
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#include "ImageBase.h"
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#include "ImageBase.h"
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#include "FilterSource.h"
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#include "FilterSource.h"
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@ -41,7 +42,13 @@ http://www.gnu.org/copyleft/lesser.txt.
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ImageViewport::ImageViewport (void) : m_alpha(false), m_texInit(false)
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ImageViewport::ImageViewport (void) : m_alpha(false), m_texInit(false)
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{
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{
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// get viewport rectangle
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// get viewport rectangle
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glGetIntegerv(GL_VIEWPORT, m_viewport);
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RAS_Rect rect = KX_GetActiveEngine()->GetCanvas()->GetWindowArea();
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m_viewport[0] = rect.GetLeft();
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m_viewport[1] = rect.GetBottom();
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m_viewport[2] = rect.GetWidth();
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m_viewport[3] = rect.GetHeight();
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//glGetIntegerv(GL_VIEWPORT, m_viewport);
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// create buffer for viewport image
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// create buffer for viewport image
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m_viewportImage = new BYTE [4 * getViewportSize()[0] * getViewportSize()[1]];
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m_viewportImage = new BYTE [4 * getViewportSize()[0] * getViewportSize()[1]];
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// set attributes
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// set attributes
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