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- removed InitPalette call from VulkanFrameBuffer constructor.
It is as wrong here as in OpenGL because it destroys already set up data.
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@ -89,8 +89,6 @@ VulkanFrameBuffer::VulkanFrameBuffer(void *hMonitor, bool fullscreen, VulkanDevi
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for (int i = 0; i < maxConcurrentSubmitCount; i++)
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for (int i = 0; i < maxConcurrentSubmitCount; i++)
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mSubmitWaitFences[i] = mSubmitFence[i]->fence;
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mSubmitWaitFences[i] = mSubmitFence[i]->fence;
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InitPalette();
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}
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}
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VulkanFrameBuffer::~VulkanFrameBuffer()
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VulkanFrameBuffer::~VulkanFrameBuffer()
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