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@ -807,7 +807,7 @@ namespace MWRender
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for (int i = 0; i < 6; i++) // for each cube side
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{
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osg::Image *sideImage = s.getImage(i);
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screenshot(sideImage,cubeWidth,cubeWidth,directions[i],true);
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screenshot(sideImage,cubeWidth,cubeWidth,directions[i]);
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}
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s.create(image,screenshotWidth,mapping != SphericalScreenshot::MAPPING_SMALL_PLANET ? screenshotHeight : screenshotWidth,mapping);
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@ -818,7 +818,7 @@ namespace MWRender
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return true;
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}
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void RenderingManager::screenshot(osg::Image *image, int w, int h, osg::Vec3 direction, bool disableWaterEffects)
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void RenderingManager::screenshot(osg::Image *image, int w, int h, osg::Vec3 direction)
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{
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osg::ref_ptr<osg::Camera> rttCamera (new osg::Camera);
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rttCamera->setNodeMask(Mask_RenderToTexture);
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@ -844,6 +844,10 @@ namespace MWRender
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rttCamera->setUpdateCallback(new NoTraverseCallback);
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rttCamera->addChild(mSceneRoot);
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rttCamera->addChild(mWater->getReflectionCamera());
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rttCamera->addChild(mWater->getRefractionCamera());
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rttCamera->setCullMask(mViewer->getCamera()->getCullMask() & (~Mask_GUI));
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mRootNode->addChild(rttCamera);
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@ -856,16 +860,10 @@ namespace MWRender
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// so out of order calls are necessary to get a correct frameNumber for the next frame.
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// refer to the advance() and frame() order in Engine::go()
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if (disableWaterEffects)
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mWater->setEffectsEnabled(false);
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mViewer->eventTraversal();
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mViewer->updateTraversal();
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mViewer->renderingTraversals();
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if (disableWaterEffects)
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mWater->setEffectsEnabled(true);
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callback->waitTillDone();
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// now that we've "used up" the current frame, get a fresh framenumber for the next frame() following after the screenshot is completed
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