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With hindsight, the elimination of this might have been overzealous.
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@ -161,6 +161,7 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
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{
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{
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// switch to the initial texture
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// switch to the initial texture
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active_pipeline->target->bind_framebuffer();
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active_pipeline->target->bind_framebuffer();
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glClearColor(active_pipeline->clear_colour[0], active_pipeline->clear_colour[1], active_pipeline->clear_colour[2], 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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active_pipeline->shader->bind();
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active_pipeline->shader->bind();
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@ -173,12 +174,11 @@ void OpenGLOutputBuilder::draw_frame(unsigned int output_width, unsigned int out
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// transfer to framebuffer
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// transfer to framebuffer
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framebuffer->bind_framebuffer();
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framebuffer->bind_framebuffer();
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// draw from from the output array buffer with blending
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glBindVertexArray(output_vertex_array);
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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// Ensure we're back on the output framebuffer, drawing from the output array buffer
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// update uniforms, then bind the thing
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glBindVertexArray(output_vertex_array);
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// update uniforms (implicitly binding the shader)
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if(_last_output_width != output_width || _last_output_height != output_height)
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if(_last_output_width != output_width || _last_output_height != output_height)
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{
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{
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output_shader_program->set_output_size(output_width, output_height, _visible_area);
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output_shader_program->set_output_size(output_width, output_height, _visible_area);
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