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Fix wrong UV calculations when resizing or maximizing window
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1 changed files with 1 additions and 1 deletions
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@ -355,7 +355,7 @@ void FGLRenderer::CopyToBackbuffer(const GL_IRECT *bounds, bool applyGamma)
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mPresentShader->Brightness.Set(clamp<float>(vid_brightness, -0.8f, 0.8f));
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mPresentShader->Brightness.Set(clamp<float>(vid_brightness, -0.8f, 0.8f));
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}
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}
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mBuffers->BindHudTexture(0);
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mBuffers->BindHudTexture(0);
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mVBO->RenderScreenQuad(width / (float)mBuffers->GetWidth(), height / (float)mBuffers->GetHeight());
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mVBO->RenderScreenQuad(mScreenViewport.width / (float)mBuffers->GetWidth(), mScreenViewport.height / (float)mBuffers->GetHeight());
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if (blendEnabled)
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if (blendEnabled)
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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