Do not use GL_PACK_INVERT_MESA when screenshooting
Oddly enough it is reported as FeatureAvailable in Windows. This fixes the screenshot bug.
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@ -4397,12 +4397,6 @@ IImage* COpenGLDriver::createScreenShot(video::ECOLOR_FORMAT format, video::E_RE
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if (target==video::ERT_MULTI_RENDER_TEXTURES || target==video::ERT_RENDER_TEXTURE || target==video::ERT_STEREO_BOTH_BUFFERS)
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if (target==video::ERT_MULTI_RENDER_TEXTURES || target==video::ERT_RENDER_TEXTURE || target==video::ERT_STEREO_BOTH_BUFFERS)
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return 0;
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return 0;
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// allows to read pixels in top-to-bottom order
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#ifdef GL_MESA_pack_invert
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if (FeatureAvailable[IRR_MESA_pack_invert])
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glPixelStorei(GL_PACK_INVERT_MESA, GL_TRUE);
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#endif
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if (format==video::ECF_UNKNOWN)
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if (format==video::ECF_UNKNOWN)
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format=getColorFormat();
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format=getColorFormat();
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GLenum fmt;
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GLenum fmt;
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@ -4542,11 +4536,6 @@ IImage* COpenGLDriver::createScreenShot(video::ECOLOR_FORMAT format, video::E_RE
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glReadBuffer(GL_BACK);
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glReadBuffer(GL_BACK);
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}
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}
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#ifdef GL_MESA_pack_invert
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if (FeatureAvailable[IRR_MESA_pack_invert])
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glPixelStorei(GL_PACK_INVERT_MESA, GL_FALSE);
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else
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#endif
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if (pixels)
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if (pixels)
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{
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{
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// opengl images are horizontally flipped, so we have to fix that here.
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// opengl images are horizontally flipped, so we have to fix that here.
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