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