scene: Use correct scale when computing world transform

If render target scale is set in WindowPaintData, use it. Otherwise
window screenshots with logical geometry can look wrong.
This commit is contained in:
Vlad Zahorodnii 2023-03-06 12:32:06 +02:00
parent fd9504f649
commit ae72f61a4a

View file

@ -262,7 +262,7 @@ void ItemRendererOpenGL::renderItem(Item *item, int mask, const QRegion &region,
renderContext.transformStack.push(QMatrix4x4()); renderContext.transformStack.push(QMatrix4x4());
renderContext.opacityStack.push(data.opacity()); renderContext.opacityStack.push(data.opacity());
item->setTransform(data.toMatrix(renderTargetScale())); item->setTransform(data.toMatrix(renderContext.renderTargetScale));
createRenderNode(item, &renderContext); createRenderNode(item, &renderContext);