Use the render size not the screen size for screenshots so we use the actual framebuffer size. (#5192)

This commit is contained in:
Jeffery Myers
2025-09-17 15:01:24 -07:00
committed by GitHub
parent a15651f4fe
commit 7729727752

View File

@@ -592,11 +592,10 @@ Image LoadImageFromTexture(Texture2D texture)
// Load image from screen buffer and (screenshot) // Load image from screen buffer and (screenshot)
Image LoadImageFromScreen(void) Image LoadImageFromScreen(void)
{ {
Vector2 scale = GetWindowScaleDPI();
Image image = { 0 }; Image image = { 0 };
image.width = (int)(GetScreenWidth()*scale.x); image.width = (int)(GetRenderWidth());
image.height = (int)(GetScreenHeight()*scale.y); image.height = (int)(GetRenderHeight());
image.mipmaps = 1; image.mipmaps = 1;
image.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8; image.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
image.data = rlReadScreenPixels(image.width, image.height); image.data = rlReadScreenPixels(image.width, image.height);