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- fixed: Before aqcuiring the WipeEndScreen, the renderer must be flushed.
Apparently this got previously done implicitly by code that got lost in the refactoring.
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@ -166,6 +166,7 @@ bool OpenGLFrameBuffer::WipeStartScreen(int type)
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void OpenGLFrameBuffer::WipeEndScreen()
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void OpenGLFrameBuffer::WipeEndScreen()
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{
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{
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GLRenderer->Flush();
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const auto &viewport = GLRenderer->mScreenViewport;
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const auto &viewport = GLRenderer->mScreenViewport;
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wipeendscreen = new FHardwareTexture(true);
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wipeendscreen = new FHardwareTexture(true);
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wipeendscreen->CreateTexture(NULL, viewport.width, viewport.height, 0, false, 0, "WipeEndScreen");
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wipeendscreen->CreateTexture(NULL, viewport.width, viewport.height, 0, false, 0, "WipeEndScreen");
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