Fixed bug 4542 - Image flipped vertically when rendering on texture Have to recompute viewport because projection/glOrtho is different wether rendering is on target texture or not
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diff --git a/src/render/opengl/SDL_render_gl.c b/src/render/opengl/SDL_render_gl.c
index 81da888..f0a5d9c 100644
--- a/src/render/opengl/SDL_render_gl.c
+++ b/src/render/opengl/SDL_render_gl.c
@@ -773,6 +773,8 @@ GL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
return SDL_SetError("Render targets not supported by OpenGL");
}
+ data->drawstate.viewport_dirty = SDL_TRUE;
+
if (texture == NULL) {
data->glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
return 0;
@@ -1525,7 +1527,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major);
SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor);
-
+
window_flags = SDL_GetWindowFlags(window);
if (!(window_flags & SDL_WINDOW_OPENGL) ||
profile_mask == SDL_GL_CONTEXT_PROFILE_ES || major != RENDERER_CONTEXT_MAJOR || minor != RENDERER_CONTEXT_MINOR) {
diff --git a/src/render/opengles/SDL_render_gles.c b/src/render/opengles/SDL_render_gles.c
index bd17096..7dc32ca 100644
--- a/src/render/opengles/SDL_render_gles.c
+++ b/src/render/opengles/SDL_render_gles.c
@@ -503,6 +503,8 @@ GLES_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
return SDL_SetError("Can't enable render target support in this renderer");
}
+ data->drawstate.viewport_dirty = SDL_TRUE;
+
if (texture == NULL) {
data->glBindFramebufferOES(GL_FRAMEBUFFER_OES, data->window_framebuffer);
return 0;
diff --git a/src/render/opengles2/SDL_render_gles2.c b/src/render/opengles2/SDL_render_gles2.c
index a5e8e28..cfc2708 100644
--- a/src/render/opengles2/SDL_render_gles2.c
+++ b/src/render/opengles2/SDL_render_gles2.c
@@ -1748,6 +1748,8 @@ GLES2_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
GLES2_TextureData *texturedata = NULL;
GLenum status;
+ data->drawstate.viewport_dirty = SDL_TRUE;
+
if (texture == NULL) {
data->glBindFramebuffer(GL_FRAMEBUFFER, data->window_framebuffer);
} else {