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Texture re render #228

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Sep 6, 2024
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8 changes: 8 additions & 0 deletions Mac/Backtrace-Unity-Mac-bundle.bundle/Contents.meta

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8 changes: 8 additions & 0 deletions Mac/Backtrace-Unity-Mac-bundle.bundle/Contents/MacOS.meta

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

Some generated files are not rendered by default. Learn more about how customized files appear on GitHub.

4 changes: 2 additions & 2 deletions Runtime/Model/BacktraceConfiguration.cs
Original file line number Diff line number Diff line change
Expand Up @@ -130,7 +130,7 @@ public class BacktraceConfiguration : ScriptableObject
/// Capture native NDK Crashes.
/// </summary>
[Tooltip("Capture native NDK Crashes (ANDROID API 21+)")]
#elif UNITY_IOS || UNITY_STANDALONE_WIN || UNITY_GAMECORE_XBOXSERIES
#elif UNITY_IOS || UNITY_STANDALONE_WIN || UNITY_GAMECORE_XBOXSERIES || UNITY_STANDALONE_OSX
/// <summary>
/// Capture native crashes.
/// </summary>
Expand Down Expand Up @@ -453,4 +453,4 @@ public BacktraceCredentials ToCredentials()
return new BacktraceCredentials(ServerUrl);
}
}
}
}
3 changes: 2 additions & 1 deletion Runtime/Model/Database/BacktraceDatabaseAttachmentManager.cs
Original file line number Diff line number Diff line change
Expand Up @@ -121,6 +121,8 @@ private string GetScreenshotPath(string dataPrefix)
// Create a render texture to render into
RenderTexture rt = RenderTexture.GetTemporary(targetWidth, targetHeight);

RenderTexture previousActiveRT = RenderTexture.active;

if (SystemInfo.graphicsUVStartsAtTop)
{
Graphics.Blit(screenTexture, rt, new Vector2(1.0f, -1.0f), new Vector2(0.0f, 1.0f));
Expand All @@ -130,7 +132,6 @@ private string GetScreenshotPath(string dataPrefix)
Graphics.Blit(screenTexture, rt);
}

RenderTexture previousActiveRT = RenderTexture.active;
RenderTexture.active = rt;

// Create a texture & read data from the active RenderTexture
Expand Down
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