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Use the render size not the screen size for screenshots so we use the actual framebuffer size. (#5192)
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@@ -592,11 +592,10 @@ Image LoadImageFromTexture(Texture2D texture)
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// Load image from screen buffer and (screenshot)
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// Load image from screen buffer and (screenshot)
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Image LoadImageFromScreen(void)
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Image LoadImageFromScreen(void)
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{
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{
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Vector2 scale = GetWindowScaleDPI();
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Image image = { 0 };
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Image image = { 0 };
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image.width = (int)(GetScreenWidth()*scale.x);
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image.width = (int)(GetRenderWidth());
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image.height = (int)(GetScreenHeight()*scale.y);
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image.height = (int)(GetRenderHeight());
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image.mipmaps = 1;
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image.mipmaps = 1;
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image.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
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image.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
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image.data = rlReadScreenPixels(image.width, image.height);
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image.data = rlReadScreenPixels(image.width, image.height);
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