Always use an alpha value of 1.0 for drawing scene to texture
Fixes invisible screenshots and blank screens on certain systems
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@@ -107,6 +107,7 @@ const char* fragment_shader_default_tex_src =
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"void main()\n"
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"{\n"
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" color = texture(Texture, texCoord);\n"
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" color.a = 1.0;\n"
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"}\n";
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const char* vertex_shader_default_color_src =
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@@ -141,6 +142,7 @@ const char* fragment_shader_default_color_src =
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"void main()\n"
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"{\n"
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" outColor = color;\n"
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" outColor.a = 1.0;\n"
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"}\n";
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static inline int
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@@ -1667,9 +1669,6 @@ OpenGLRenderer::render()
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unsigned char *rgba = (unsigned char *)calloc(1, width * height * 4);
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glw.glFinish();
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glw.glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glw.glReadBuffer(GL_BACK);
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glw.glFinish();
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glw.glReadPixels(window_rect.x, window_rect.y, width, height, GL_RGBA, GL_UNSIGNED_BYTE, rgba);
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