Fix incorrect image buffer usage in Render Output Control
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@@ -192,16 +192,19 @@ namespace FlaxEngine.GUI
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}
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// Draw backbuffer texture
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var buffer = _backBufferOld ? _backBufferOld : _backBuffer;
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var buffer = _backBuffer ? _backBuffer : _backBufferOld;
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var color = TintColor.RGBMultiplied(Brightness);
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if (KeepAspectRatio)
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if (KeepAspectRatio && buffer)
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{
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float ratioX = bounds.Width / buffer.Width;
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float ratioY = bounds.Height / buffer.Height;
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float ratio = ratioX < ratioY ? ratioX : ratioY;
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bounds = new Rectangle((bounds.Width - buffer.Width * ratio) / 2, (bounds.Height - buffer.Height * ratio) / 2, buffer.Width * ratio, buffer.Height * ratio);
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}
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Render2D.DrawTexture(buffer, bounds, color);
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if (buffer)
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Render2D.DrawTexture(buffer, bounds, color);
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else
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Render2D.FillRectangle(bounds, Color.Black);
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// Push clipping mask
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if (ClipChildren)
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