- restore the viewport after the SSAO pass.
This runs through the generic postprocessing code which restores the screen's viewport but since this is run in the middle of the scene it needs to restore the scene's viewport (i.e. the window controlled by screenblocks.)
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@ -333,6 +333,7 @@ void FDrawInfo::DrawScene(int drawmode)
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{
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gl_RenderState.EnableDrawBuffers(1);
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GLRenderer->AmbientOccludeScene(VPUniforms.mProjectionMatrix.get()[5]);
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glViewport(screen->mSceneViewport.left, screen->mSceneViewport.top, screen->mSceneViewport.width, screen->mSceneViewport.height);
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GLRenderer->mBuffers->BindSceneFB(true);
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gl_RenderState.EnableDrawBuffers(gl_RenderState.GetPassDrawBufferCount());
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gl_RenderState.Apply();
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