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- GLES fixed: The weapon sprite must be rendered with the fullscreen colormap on.
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1 changed files with 3 additions and 3 deletions
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@ -166,9 +166,6 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou
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di->ProcessScene(toscreen);
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// Reset colormap so 2D drawing isn't affected
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RenderState.SetSpecialColormap(CM_DEFAULT, 1);
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if (mainview)
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{
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PostProcess.Clock();
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@ -183,6 +180,9 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou
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screen->PostProcessScene(false, cm, flash, [&]() { di->DrawEndScene2D(mainvp.sector, RenderState); });
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PostProcess.Unclock();
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}
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// Reset colormap so 2D drawing isn't affected
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RenderState.SetSpecialColormap(CM_DEFAULT, 1);
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di->EndDrawInfo();
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if (eyeCount - eye_ix > 1)
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screen->NextEye(eyeCount);
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