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fix viewport not being set for probe draw (#2489)
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@ -1,8 +1,9 @@
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#version 430 core
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out vec4 out_color;
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uniform sampler2D tex;
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in flat vec4 fragment_color;
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in vec2 tex_coord;
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void main() {
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@ -538,6 +538,9 @@ void GlowRenderer::draw_probes(SharedRenderState* render_state,
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glBindVertexArray(m_ogl.vao);
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glEnable(GL_PRIMITIVE_RESTART);
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glPrimitiveRestartIndex(UINT32_MAX);
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GLint old_viewport[4];
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glGetIntegerv(GL_VIEWPORT, old_viewport);
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glViewport(0, 0, m_ogl.probe_fbo_w, m_ogl.probe_fbo_h);
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glBindBuffer(GL_ARRAY_BUFFER, m_ogl.vertex_buffer);
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glBufferData(GL_ARRAY_BUFFER, m_next_vertex * sizeof(Vertex), m_vertex_buffer.data(),
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GL_STREAM_DRAW);
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@ -554,6 +557,7 @@ void GlowRenderer::draw_probes(SharedRenderState* render_state,
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glDepthFunc(GL_GEQUAL);
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glDrawElements(GL_TRIANGLE_STRIP, idx_end - idx_start, GL_UNSIGNED_INT,
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(void*)(idx_start * sizeof(u32)));
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glViewport(old_viewport[0], old_viewport[1], old_viewport[2], old_viewport[3]);
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}
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/*!
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@ -744,4 +748,4 @@ u32* GlowRenderer::alloc_index(int num) {
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auto* result = &m_index_buffer[m_next_index];
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m_next_index += num;
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return result;
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}
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}
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