Ensure the correct FBO is bound when drawing. (Fixes bug #5791.)
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c4288507e0
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3 changed files with 33 additions and 14 deletions
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@ -661,6 +661,8 @@ void FBO_BlitFromTexture(struct image_s *src, vec4i_t inSrcBox, vec2_t inSrcTexS
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vec2_t texCoords[4];
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vec2_t invTexRes;
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FBO_t *oldFbo = glState.currentFBO;
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matrix_t projection;
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int width, height;
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if (!src)
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return;
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@ -726,11 +728,25 @@ void FBO_BlitFromTexture(struct image_s *src, vec4i_t inSrcBox, vec2_t inSrcTexS
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FBO_Bind(dst);
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RB_SetGL2D();
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if (glState.currentFBO)
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{
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width = glState.currentFBO->width;
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height = glState.currentFBO->height;
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}
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else
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{
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width = glConfig.vidWidth;
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height = glConfig.vidHeight;
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}
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GL_SelectTexture(TB_COLORMAP);
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qglViewport( 0, 0, width, height );
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qglScissor( 0, 0, width, height );
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GL_Bind(src);
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Matrix16Ortho(0, width, height, 0, 0, 1, projection);
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qglDisable( GL_CULL_FACE );
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GL_BindToTMU(src, TB_COLORMAP);
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VectorSet4(quadVerts[0], dstBox[0], dstBox[1], 0, 1);
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VectorSet4(quadVerts[1], dstBox[2], dstBox[1], 0, 1);
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@ -749,7 +765,7 @@ void FBO_BlitFromTexture(struct image_s *src, vec4i_t inSrcBox, vec2_t inSrcTexS
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GLSL_BindProgram(shaderProgram);
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GLSL_SetUniformMatrix16(shaderProgram, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
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GLSL_SetUniformMatrix16(shaderProgram, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, projection);
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GLSL_SetUniformVec4(shaderProgram, TEXTURECOLOR_UNIFORM_COLOR, color);
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GLSL_SetUniformVec2(shaderProgram, TEXTURECOLOR_UNIFORM_INVTEXRES, invTexRes);
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GLSL_SetUniformVec2(shaderProgram, TEXTURECOLOR_UNIFORM_AUTOEXPOSUREMINMAX, tr.refdef.autoExposureMinMax);
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