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use screenshot for eye dropper
instead of using backbuffer image, use the screenshot so it captures everything
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4 changed files with 9 additions and 16 deletions
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@ -30,6 +30,7 @@
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#include "gfx/primBuilder.h"
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#include "gfx/gfxDrawUtil.h"
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#include "postFx/postEffectManager.h"
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#include "gfx/screenshot.h"
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IMPLEMENT_CONOBJECT(GuiColorPickerCtrl);
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@ -707,17 +708,10 @@ void GuiColorPickerCtrl::activateEyeDropper()
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// Set up our resolution.
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Point2I resolution = getRoot()->getExtent();
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eyeDropperCap = gScreenShot->_captureBackBuffer();
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// Texture handle to resolve the target to.
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eyeHandle.set(resolution.x, resolution.y, GFXFormatR8G8B8A8_SRGB, &GFXRenderTargetSRGBProfile, avar("%s() - bb (line %d)", __FUNCTION__, __LINE__));
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// Get our active render target (should be backbuffer).
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eyeHandle = PFXMGR->getBackBufferTex();
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if (eyeHandle.isValid())
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{
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eyeDropperCap = new GBitmap(eyeHandle.getWidth(), eyeHandle.getHeight(), false, GFXFormatR8G8B8A8);
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eyeHandle.copyToBmp(eyeDropperCap);
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}
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eyeHandle.set(eyeDropperCap, &GFXStaticTextureSRGBProfile, false, avar("%s() - bb (line %d)", __FUNCTION__, __LINE__));
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}
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}
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