Fix screenshots with read-only depth buffer#1882
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slipher merged 1 commit intoDaemonEngine:masterfrom Jan 3, 2026
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Jan 2, 2026
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Don't have any affected hardware, but code LGTM.
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The code path can be tested on any hardware by setting |
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I see. This fixes the issue on my end. |
When the read-only depth buffer is used (if r_readonlyDepthBuffer is 2, or if it's 1 but the driver lacks certain extensions), the screenshots were done from the 3d rendering buffer instead of the final framebuffer. This caused screenshots to lack tonemapping, color grading and 2D rendering. Fix it by resetting GL_READ_FRAMEBUFFER when taking a screenshot.
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I changed it to reset |
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Sure, that works too. |
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When the read-only depth buffer is used (if r_readonlyDepthBuffer is 2, or if it's 1 but the driver lacks certain extensions), the screenshots were done from the 3d rendering buffer instead of the final framebuffer. This caused screenshots to lack tonemapping, color grading and 2D rendering. Fix it by resetting GL_READ_FRAMEBUFFER to the default value after it is used.