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Clarified SDL_RenderReadPixels() documentation
Clarified that the rect to be read is clipped against the current viewport, not actually relative to it. Also added a note for people using SDL_SetRenderLogicalPresentation() so they know they have to map between logical space and render space if they want to read back.
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@ -2247,15 +2247,17 @@ extern SDL_DECLSPEC bool SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer,
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/**
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* Read pixels from the current rendering target.
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*
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* The returned surface should be freed with SDL_DestroySurface()
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* The returned surface contains pixels inside the desired area clipped to the current viewport, and should be freed with SDL_DestroySurface().
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*
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* Note that this returns the actual pixels on the screen, so if you are using logical presentation you should use SDL_GetRenderLogicalPresentationRect() to get the area containing your content.
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*
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* **WARNING**: This is a very slow operation, and should not be used
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* frequently. If you're using this on the main rendering target, it should be
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* called after rendering and before SDL_RenderPresent().
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*
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* \param renderer the rendering context.
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* \param rect an SDL_Rect structure representing the area in pixels relative
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* to the to current viewport, or NULL for the entire viewport.
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* \param rect an SDL_Rect structure representing the area to read, which will be clipped to the current viewport,
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* or NULL for the entire viewport.
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* \returns a new SDL_Surface on success or NULL on failure; call
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* SDL_GetError() for more information.
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*
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