Graphics: Use proper resizing function for TEXFBOs
Manually resizing the contained TEX objects skips updating the width/height TEXFBO properties, which GLMeta::blit relies on.
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@ -92,11 +92,9 @@ struct PingPong
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{
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{
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screenW = width;
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screenW = width;
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screenH = height;
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screenH = height;
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for (int i = 0; i < 2; ++i)
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for (int i = 0; i < 2; ++i)
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{
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TEXFBO::allocEmpty(rt[i], width, height);
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TEX::bind(rt[i].tex);
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TEX::allocEmpty(width, height);
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}
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}
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}
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void startRender()
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void startRender()
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@ -946,16 +944,13 @@ void Graphics::resizeScreen(int width, int height)
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p->screen.setResolution(width, height);
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p->screen.setResolution(width, height);
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TEX::bind(p->frozenScene.tex);
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TEXFBO::allocEmpty(p->frozenScene, width, height);
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TEX::allocEmpty(width, height);
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TEXFBO::allocEmpty(p->currentScene, width, height);
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TEX::bind(p->currentScene.tex);
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TEX::allocEmpty(width, height);
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FloatRect screenRect(0, 0, width, height);
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FloatRect screenRect(0, 0, width, height);
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p->screenQuad.setTexPosRect(screenRect, screenRect);
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p->screenQuad.setTexPosRect(screenRect, screenRect);
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TEX::bind(p->transBuffer.tex);
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TEXFBO::allocEmpty(p->transBuffer, width, height);
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TEX::allocEmpty(width, height);
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shState->eThread().requestWindowResize(width, height);
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shState->eThread().requestWindowResize(width, height);
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}
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}
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