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This led to a second, redundant postprocessing step with incorrect matrix values. It now calls screen->Update() directly without the unneeded stuff, but this required a bit of reordering in the game code to ensure that the renderer receives the weapon data to display. |
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.. | ||
build | ||
common | ||
core | ||
games | ||
glbackend | ||
platform | ||
thirdparty | ||
CMakeLists.txt | ||
g_pch.h | ||
gitinfo.cpp |