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- Fix psprite not appearing when invulnerability effect is active with bloom turned on
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1 changed files with 2 additions and 2 deletions
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@ -682,7 +682,7 @@ void GLSceneDrawer::EndDrawScene(sector_t * viewsector)
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Reset3DViewport();
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// Delay drawing psprites until after bloom has been applied, if enabled.
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if (!FGLRenderBuffers::IsEnabled() || !gl_bloom)
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if (!FGLRenderBuffers::IsEnabled() || !gl_bloom || FixedColormap != CM_DEFAULT)
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{
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DrawEndScene2D(viewsector);
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}
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@ -864,7 +864,7 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, f
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if (mainview && toscreen) EndDrawScene(lviewsector); // do not call this for camera textures.
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if (mainview && FGLRenderBuffers::IsEnabled())
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{
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GLRenderer->PostProcessScene(FixedColormap, [&]() { if (gl_bloom) DrawEndScene2D(lviewsector); });
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GLRenderer->PostProcessScene(FixedColormap, [&]() { if (gl_bloom && FixedColormap == CM_DEFAULT) DrawEndScene2D(lviewsector); });
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// This should be done after postprocessing, not before.
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GLRenderer->mBuffers->BindCurrentFB();
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