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use RGB for screen texture, not RGBA
the screen texture does not need an alpha channel. the fact that it had one made OGL copy the topmost pixel of the screen texture's alpha channel. which, naturally results in the screen becoming partially transparent and letting you see the working texture in the background.
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1 changed files with 2 additions and 2 deletions
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@ -2364,7 +2364,7 @@ EXPORT void HWRAPI(MakeScreenTexture) (void)
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Clamp2D(GL_TEXTURE_WRAP_S);
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Clamp2D(GL_TEXTURE_WRAP_T);
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#ifndef KOS_GL_COMPATIBILITY
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pglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, texsize, texsize, 0);
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pglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, texsize, texsize, 0);
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#endif
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tex_downloaded = 0; // 0 so it knows it doesn't have any of the cached patches downloaded right now
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@ -2392,7 +2392,7 @@ EXPORT void HWRAPI(MakeScreenFinalTexture) (void)
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Clamp2D(GL_TEXTURE_WRAP_S);
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Clamp2D(GL_TEXTURE_WRAP_T);
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#ifndef KOS_GL_COMPATIBILITY
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pglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, texsize, texsize, 0);
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pglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, texsize, texsize, 0);
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#endif
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tex_downloaded = 0; // 0 so it knows it doesn't have any of the cached patches downloaded right now
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