diff --git a/plugins/GSdx/GSTextureOGL.cpp b/plugins/GSdx/GSTextureOGL.cpp index 642e4ae9f8..50a49ae93b 100644 --- a/plugins/GSdx/GSTextureOGL.cpp +++ b/plugins/GSdx/GSTextureOGL.cpp @@ -370,8 +370,7 @@ bool GSTextureOGL::Map(GSMap& m, const GSVector4i* _r) // Maybe it is as good as the code below. I don't know // With openGL 4.5 you can use glGetTextureSubImage - glGetTextureImage(m_texture_id, GL_TEX_LEVEL_0, m_int_format, m_int_type, 1024*1024*16, m_local_buffer); - + glGetTextureSubImage(m_texture_id, GL_TEX_LEVEL_0, r.x, r.y, 0, r.width(), r.height(), 0, m_int_format, m_int_type, m_size.x * m_size.y * 4, m_local_buffer); #else // Bind the texture to the read framebuffer to avoid any disturbance