- changed the 2D draw abort check to use a dedicated variable, that gets set in Begin2D and unset at the end of D_Display.
This is really all the extent where 2D draw operations may be allowed. Trying to detect this from other variables is not reliable.
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7 changed files with 8 additions and 6 deletions
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@ -359,8 +359,9 @@ FNativePalette *OpenGLFrameBuffer::CreatePalette(FRemapTable *remap)
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//
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//
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//==========================================================================
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bool OpenGLFrameBuffer::Begin2D(bool)
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bool OpenGLFrameBuffer::Begin2D(bool copy3d)
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{
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Super::Begin2D(copy3d);
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ClearClipRect();
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gl_RenderState.mViewMatrix.loadIdentity();
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gl_RenderState.mProjectionMatrix.ortho(0, GetWidth(), GetHeight(), 0, -1.0f, 1.0f);
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