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GL: be more careful with framebuffer mappings. might fix issues.
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@ -1159,8 +1159,9 @@ void RenderFrame()
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{
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{
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CurShaderID = -1;
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CurShaderID = -1;
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if (Antialias) glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[2]);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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else glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[FrontBuffer]);
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if (Antialias) glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferID[2]);
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else glBindFramebuffer(GL_DRAW_FRAMEBUFFER, FramebufferID[FrontBuffer]);
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ShaderConfig.uScreenSize[0] = ScreenW;
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ShaderConfig.uScreenSize[0] = ScreenW;
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ShaderConfig.uScreenSize[1] = ScreenH;
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ShaderConfig.uScreenSize[1] = ScreenH;
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@ -162,7 +162,8 @@ void SetRenderSettings(RenderSettings& settings)
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void RenderFrame()
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void RenderFrame()
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{
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{
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glBindFramebuffer(GL_FRAMEBUFFER, CompScreenOutputFB);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, CompScreenOutputFB);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_STENCIL_TEST);
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