Fix colorized framebuffer output on some GPUs.
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@ -215,6 +215,9 @@ void OPENGL_GAL::EndDrawing()
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compositor.SetBuffer( overlayBuffer );
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compositor.SetBuffer( overlayBuffer );
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overlayManager.EndDrawing();
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overlayManager.EndDrawing();
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// Be sure that the framebuffer is not colorized (happens on specific GPU&drivers combinations)
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glColor4d( 1.0, 1.0, 1.0, 1.0 );
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// Draw the remaining contents, blit the rendering targets to the screen, swap the buffers
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// Draw the remaining contents, blit the rendering targets to the screen, swap the buffers
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compositor.DrawBuffer( mainBuffer );
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compositor.DrawBuffer( mainBuffer );
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compositor.DrawBuffer( overlayBuffer );
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compositor.DrawBuffer( overlayBuffer );
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@ -980,9 +983,6 @@ void OPENGL_GAL::blitCursor()
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glVertex2d( cursorBegin.x, cursorCenter.y );
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glVertex2d( cursorBegin.x, cursorCenter.y );
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glVertex2d( cursorEnd.x, cursorCenter.y );
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glVertex2d( cursorEnd.x, cursorCenter.y );
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glEnd();
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glEnd();
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// Restore the default color, so textures will be drawn properly
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glColor4d( 1.0, 1.0, 1.0, 1.0 );
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}
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}
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