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Fix RFL_INVALIDATE_BUFFER check being inverted
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1 changed files with 1 additions and 1 deletions
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@ -447,7 +447,7 @@ void FGLRenderBuffers::BlitSceneToTexture()
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture]);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, mPipelineFB[mCurrentPipelineTexture]);
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glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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glBlitFramebuffer(0, 0, mWidth, mHeight, 0, 0, mWidth, mHeight, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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if ((gl.flags & RFL_INVALIDATE_BUFFER) == 0)
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if ((gl.flags & RFL_INVALIDATE_BUFFER) != 0)
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{
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{
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GLenum attachments[2] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_STENCIL_ATTACHMENT };
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GLenum attachments[2] = { GL_COLOR_ATTACHMENT0, GL_DEPTH_STENCIL_ATTACHMENT };
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glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, 2, attachments);
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glInvalidateFramebuffer(GL_READ_FRAMEBUFFER, 2, attachments);
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