glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glReadPixels(0, 0, width, height, format, GL_FLOAT, out_data);
+ if (format == GL_RGBA) {
+ width *= 4;
+ }
+
// Flip upside-down to compensate for different origin.
for (unsigned y = 0; y < height / 2; ++y) {
unsigned flip_y = height - y - 1;