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OGL: Support Quad-Buffered stereoscopy.
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@ -1196,6 +1196,16 @@ void Renderer::BlitScreen(TargetRectangle src, TargetRectangle dst, GLuint src_t
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post_processor->BlitFromTexture(src, leftRc, src_texture, src_width, src_height, 0);
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post_processor->BlitFromTexture(src, rightRc, src_texture, src_width, src_height, 1);
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}
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else if (g_ActiveConfig.iStereoMode == STEREO_QUADBUFFER)
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{
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glDrawBuffer(GL_BACK_LEFT);
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post_processor->BlitFromTexture(src, dst, src_texture, src_width, src_height, 0);
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glDrawBuffer(GL_BACK_RIGHT);
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post_processor->BlitFromTexture(src, dst, src_texture, src_width, src_height, 1);
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glDrawBuffer(GL_BACK);
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}
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else
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{
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post_processor->BlitFromTexture(src, dst, src_texture, src_width, src_height, 0);
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