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- disabled the broken savegame pic code for the GL renderer.
I have no idea how this is supposed to work, but all it does is create corrupt images, so for now it reverts to the software renderer which generates working 320x200 images.
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2 changed files with 8 additions and 8 deletions
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@ -815,7 +815,7 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
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{
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TileFiles.tileCreate(TILE_SAVESHOT, 200, 320);
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if (videoGetRenderMode() == REND_CLASSIC)
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//if (videoGetRenderMode() == REND_CLASSIC)
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renderSetTarget(TILE_SAVESHOT, 200, 320);
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}
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else if (screenTilting)
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@ -1069,13 +1069,13 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
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tileInvalidate(TILE_SAVESHOT, 0, 255);
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if (videoGetRenderMode() == REND_CLASSIC)
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//if (videoGetRenderMode() == REND_CLASSIC)
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{
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renderRestoreTarget();
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}
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#ifdef USE_OPENGL
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else
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G_ReadGLFrame();
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//else
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// G_ReadGLFrame();
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#endif
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}
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else if (screenTilting)
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@ -1022,7 +1022,7 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
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{
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TileFiles.tileCreate(TILE_SAVESHOT, 200, 320);
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if (videoGetRenderMode() == REND_CLASSIC)
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//if (videoGetRenderMode() == REND_CLASSIC)
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renderSetTarget(TILE_SAVESHOT, 200, 320);
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}
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else if (screenTilting)
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@ -1461,13 +1461,13 @@ void G_DrawRooms(int32_t playerNum, int32_t smoothRatio)
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tileInvalidate(TILE_SAVESHOT, 0, 255);
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if (videoGetRenderMode() == REND_CLASSIC)
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//if (videoGetRenderMode() == REND_CLASSIC)
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{
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renderRestoreTarget();
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}
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#ifdef USE_OPENGL
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else
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G_ReadGLFrame();
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//else
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// G_ReadGLFrame();
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#endif
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}
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else if (screenTilting)
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