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Fixed incorrect offscreen rendering of player's blend
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1 changed files with 8 additions and 0 deletions
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@ -866,6 +866,14 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
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// This should be done after postprocessing, not before.
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// This should be done after postprocessing, not before.
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mBuffers->BindCurrentFB();
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mBuffers->BindCurrentFB();
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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if (!toscreen)
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{
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gl_RenderState.mViewMatrix.loadIdentity();
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gl_RenderState.mProjectionMatrix.ortho(mScreenViewport.left, mScreenViewport.width, mScreenViewport.height, mScreenViewport.top, -1.0f, 1.0f);
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gl_RenderState.ApplyMatrices();
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}
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DrawBlend(lviewsector);
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DrawBlend(lviewsector);
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}
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}
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mDrawingScene2D = false;
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mDrawingScene2D = false;
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