Fix incorrect image buffer usage in Render Output Control

This commit is contained in:
Wojtek Figat
2025-07-19 11:14:54 +02:00
parent bdc87c7bc6
commit 18035a8604

View File

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