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Clear color should be solid and should be set by toplevel glnode
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@ -191,6 +191,9 @@ static void glnode_shutdownNodes(bool emulatorShuttingDown) {
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static void glnode_renderNodes(void) {
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SCOPE_TRACE_VIDEO("glnode render");
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glClear(GL_COLOR_BUFFER_BIT);
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glnode_array_node_s *p = head;
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while (p) {
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p->node.render();
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@ -219,7 +219,7 @@ static void glvideo_init(void) {
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// ----------------------------
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// setup static OpenGL state
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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// Set up to do blending of texture quads. Disabling DEPTH/CULL appears to fix blended quad/texture rendering on
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// finicky Tegra 2. This generally appears to be the correct way to do it accoring to NVIDIA forums and:
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@ -279,7 +279,6 @@ static void glvideo_render(void) {
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return;
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}
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glClear(GL_COLOR_BUFFER_BIT);
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glViewport(viewportX, viewportY, viewportWidth, viewportHeight);
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#if PERSPECTIVE
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