- //TODO: hacky. Make coordinate conversion more generic
- glReadPixels((GLint) request.pos.x / 4, 600-(GLint)request.pos.y / 4, 1, 1, GL_RGB, GL_FLOAT, pixels);
- *(getlightrequest->color_ptr) = Color( pixels[0], pixels[1], pixels[2]);
+ float posX = request.pos.x /LIGHTMAP_DIV;
+ float posY = SCREEN_HEIGHT - request.pos.y / LIGHTMAP_DIV;
+ glReadPixels((GLint) posX, (GLint) posY , 1, 1, GL_RGB, GL_FLOAT, pixels);
+ *(getlightrequest->color_ptr) = Color( pixels[0], pixels[1], pixels[2]);
+ //draw_filled_rect( Vector(posX, posY), Vector(1,1), Color( 1.0f, 1.0f, 1.0f) ,LAYER_GUI);